`Copy' operation for Mines.
[sgt/puzzles] / midend.c
CommitLineData
720a8fb7 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
7f89707c 5 * processes standard keystrokes for undo/redo/new/quit.
720a8fb7 6 */
7f77ea24 7
8#include <stdio.h>
5928817c 9#include <string.h>
7f77ea24 10#include <assert.h>
813593cc 11#include <stdlib.h>
12#include <ctype.h>
7f77ea24 13
14#include "puzzles.h"
15
1185e3c5 16enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
17
28d0118c 18struct midend_state_entry {
19 game_state *state;
20 int special; /* created by solve or restart */
21};
22
7f77ea24 23struct midend_data {
2ef96bd6 24 frontend *frontend;
48d70ca9 25 random_state *random;
be8d5aa1 26 const game *ourgame;
48d70ca9 27
1185e3c5 28 char *desc, *seedstr;
6f2d8d7c 29 game_aux_info *aux_info;
1185e3c5 30 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
7f77ea24 31 int nstates, statesize, statepos;
eb2ad6f1 32
33 game_params **presets;
34 char **preset_names;
35 int npresets, presetsize;
36
f60f7e7c 37 game_params *params, *curparams;
28d0118c 38 struct midend_state_entry *states;
2ef96bd6 39 game_drawstate *drawstate;
40 game_state *oldstate;
74a4e547 41 game_ui *ui;
2ef96bd6 42 float anim_time, anim_pos;
87ed82be 43 float flash_time, flash_pos;
c822de4a 44 int dir;
6776a950 45
48dcdd62 46 int timing;
47 float elapsed;
48 char *laststatus;
49
6776a950 50 int pressed_mouse_button;
7f77ea24 51};
52
53#define ensure(me) do { \
54 if ((me)->nstates >= (me)->statesize) { \
55 (me)->statesize = (me)->nstates + 128; \
28d0118c 56 (me)->states = sresize((me)->states, (me)->statesize, \
57 struct midend_state_entry); \
7f77ea24 58 } \
59} while (0)
60
be8d5aa1 61midend_data *midend_new(frontend *fe, const game *ourgame)
7f77ea24 62{
63 midend_data *me = snew(midend_data);
cbb5549e 64 void *randseed;
65 int randseedsize;
66
67 get_random_seed(&randseed, &randseedsize);
7f77ea24 68
48d70ca9 69 me->frontend = fe;
be8d5aa1 70 me->ourgame = ourgame;
48d70ca9 71 me->random = random_init(randseed, randseedsize);
7f77ea24 72 me->nstates = me->statesize = me->statepos = 0;
73 me->states = NULL;
be8d5aa1 74 me->params = ourgame->default_params();
f60f7e7c 75 me->curparams = NULL;
1185e3c5 76 me->desc = NULL;
77 me->seedstr = NULL;
6f2d8d7c 78 me->aux_info = NULL;
1185e3c5 79 me->genmode = GOT_NOTHING;
2ef96bd6 80 me->drawstate = NULL;
81 me->oldstate = NULL;
eb2ad6f1 82 me->presets = NULL;
83 me->preset_names = NULL;
84 me->npresets = me->presetsize = 0;
87ed82be 85 me->anim_time = me->anim_pos = 0.0F;
86 me->flash_time = me->flash_pos = 0.0F;
c822de4a 87 me->dir = 0;
74a4e547 88 me->ui = NULL;
6776a950 89 me->pressed_mouse_button = 0;
48dcdd62 90 me->laststatus = NULL;
91 me->timing = FALSE;
92 me->elapsed = 0.0F;
7f77ea24 93
cbb5549e 94 sfree(randseed);
95
7f77ea24 96 return me;
97}
98
99void midend_free(midend_data *me)
100{
101 sfree(me->states);
1185e3c5 102 sfree(me->desc);
103 sfree(me->seedstr);
104 random_free(me->random);
6f2d8d7c 105 if (me->aux_info)
106 me->ourgame->free_aux_info(me->aux_info);
be8d5aa1 107 me->ourgame->free_params(me->params);
f60f7e7c 108 if (me->curparams)
109 me->ourgame->free_params(me->curparams);
48dcdd62 110 sfree(me->laststatus);
7f77ea24 111 sfree(me);
112}
113
114void midend_size(midend_data *me, int *x, int *y)
115{
be8d5aa1 116 me->ourgame->size(me->params, x, y);
7f77ea24 117}
118
119void midend_set_params(midend_data *me, game_params *params)
120{
be8d5aa1 121 me->ourgame->free_params(me->params);
122 me->params = me->ourgame->dup_params(params);
7f77ea24 123}
124
48dcdd62 125static void midend_set_timer(midend_data *me)
126{
127 me->timing = (me->ourgame->is_timed &&
128 me->ourgame->timing_state(me->states[me->statepos-1].state));
129 if (me->timing || me->flash_time || me->anim_time)
130 activate_timer(me->frontend);
131 else
132 deactivate_timer(me->frontend);
133}
134
5928817c 135void midend_new_game(midend_data *me)
7f77ea24 136{
137 while (me->nstates > 0)
28d0118c 138 me->ourgame->free_game(me->states[--me->nstates].state);
7f77ea24 139
2ef96bd6 140 if (me->drawstate)
be8d5aa1 141 me->ourgame->free_drawstate(me->drawstate);
2ef96bd6 142
7f77ea24 143 assert(me->nstates == 0);
144
1185e3c5 145 if (me->genmode == GOT_DESC) {
146 me->genmode = GOT_NOTHING;
147 } else {
148 random_state *rs;
149
150 if (me->genmode == GOT_SEED) {
151 me->genmode = GOT_NOTHING;
152 } else {
153 /*
154 * Generate a new random seed. 15 digits comes to about
155 * 48 bits, which should be more than enough.
97c44af3 156 *
157 * I'll avoid putting a leading zero on the number,
158 * just in case it confuses anybody who thinks it's
159 * processed as an integer rather than a string.
1185e3c5 160 */
161 char newseed[16];
162 int i;
163 newseed[15] = '\0';
97c44af3 164 newseed[0] = '1' + random_upto(me->random, 9);
165 for (i = 1; i < 15; i++)
1185e3c5 166 newseed[i] = '0' + random_upto(me->random, 10);
167 sfree(me->seedstr);
168 me->seedstr = dupstr(newseed);
f60f7e7c 169
170 if (me->curparams)
171 me->ourgame->free_params(me->curparams);
172 me->curparams = me->ourgame->dup_params(me->params);
1185e3c5 173 }
174
175 sfree(me->desc);
6f2d8d7c 176 if (me->aux_info)
177 me->ourgame->free_aux_info(me->aux_info);
178 me->aux_info = NULL;
1185e3c5 179
180 rs = random_init(me->seedstr, strlen(me->seedstr));
f60f7e7c 181 me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info);
1185e3c5 182 random_free(rs);
1185e3c5 183 }
7f77ea24 184
185 ensure(me);
c380832d 186 me->states[me->nstates].state =
187 me->ourgame->new_game(me, me->params, me->desc);
28d0118c 188 me->states[me->nstates].special = TRUE;
189 me->nstates++;
7f77ea24 190 me->statepos = 1;
28d0118c 191 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
48dcdd62 192 me->elapsed = 0.0F;
193 midend_set_timer(me);
74a4e547 194 if (me->ui)
be8d5aa1 195 me->ourgame->free_ui(me->ui);
28d0118c 196 me->ui = me->ourgame->new_ui(me->states[0].state);
6776a950 197 me->pressed_mouse_button = 0;
7f77ea24 198}
199
1482ee76 200static int midend_undo(midend_data *me)
7f77ea24 201{
1482ee76 202 if (me->statepos > 1) {
7f77ea24 203 me->statepos--;
c822de4a 204 me->dir = -1;
1482ee76 205 return 1;
206 } else
207 return 0;
7f77ea24 208}
209
1482ee76 210static int midend_redo(midend_data *me)
7f77ea24 211{
1482ee76 212 if (me->statepos < me->nstates) {
7f77ea24 213 me->statepos++;
c822de4a 214 me->dir = +1;
1482ee76 215 return 1;
216 } else
217 return 0;
7f77ea24 218}
219
87ed82be 220static void midend_finish_move(midend_data *me)
221{
222 float flashtime;
223
28d0118c 224 /*
225 * We do not flash if the later of the two states is special.
226 * This covers both forward Solve moves and backward (undone)
227 * Restart moves.
228 */
229 if ((me->oldstate || me->statepos > 1) &&
230 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
231 (me->dir < 0 && me->statepos < me->nstates &&
232 !me->states[me->statepos].special))) {
be8d5aa1 233 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
28d0118c 234 me->states[me->statepos-2].state,
235 me->states[me->statepos-1].state,
e3f21163 236 me->oldstate ? me->dir : +1,
237 me->ui);
87ed82be 238 if (flashtime > 0) {
239 me->flash_pos = 0.0F;
240 me->flash_time = flashtime;
241 }
242 }
243
244 if (me->oldstate)
be8d5aa1 245 me->ourgame->free_game(me->oldstate);
87ed82be 246 me->oldstate = NULL;
247 me->anim_pos = me->anim_time = 0;
c822de4a 248 me->dir = 0;
87ed82be 249
48dcdd62 250 midend_set_timer(me);
87ed82be 251}
252
dd216087 253static void midend_stop_anim(midend_data *me)
7f77ea24 254{
2ef96bd6 255 if (me->oldstate || me->anim_time) {
87ed82be 256 midend_finish_move(me);
2ef96bd6 257 midend_redraw(me);
258 }
dd216087 259}
260
28d0118c 261void midend_restart_game(midend_data *me)
262{
263 game_state *s;
264
7f89707c 265 midend_stop_anim(me);
266
28d0118c 267 assert(me->statepos >= 1);
268 if (me->statepos == 1)
269 return; /* no point doing anything at all! */
270
271 s = me->ourgame->dup_game(me->states[0].state);
272
273 /*
274 * Now enter the restarted state as the next move.
275 */
276 midend_stop_anim(me);
277 while (me->nstates > me->statepos)
278 me->ourgame->free_game(me->states[--me->nstates].state);
279 ensure(me);
280 me->states[me->nstates].state = s;
281 me->states[me->nstates].special = TRUE; /* we just restarted */
282 me->statepos = ++me->nstates;
283 me->anim_time = 0.0;
284 midend_finish_move(me);
285 midend_redraw(me);
48dcdd62 286 midend_set_timer(me);
28d0118c 287}
288
6776a950 289static int midend_really_process_key(midend_data *me, int x, int y, int button)
dd216087 290{
28d0118c 291 game_state *oldstate =
292 me->ourgame->dup_game(me->states[me->statepos - 1].state);
293 int special = FALSE, gotspecial = FALSE;
dd216087 294 float anim_time;
7f77ea24 295
296 if (button == 'n' || button == 'N' || button == '\x0E') {
dd216087 297 midend_stop_anim(me);
5928817c 298 midend_new_game(me);
2ef96bd6 299 midend_redraw(me);
300 return 1; /* never animate */
7f77ea24 301 } else if (button == 'u' || button == 'u' ||
1482ee76 302 button == '\x1A' || button == '\x1F') {
dd216087 303 midend_stop_anim(me);
28d0118c 304 special = me->states[me->statepos-1].special;
305 gotspecial = TRUE;
1482ee76 306 if (!midend_undo(me))
307 return 1;
7f89707c 308 } else if (button == 'r' || button == 'R' ||
309 button == '\x12') {
dd216087 310 midend_stop_anim(me);
1482ee76 311 if (!midend_redo(me))
312 return 1;
7f77ea24 313 } else if (button == 'q' || button == 'Q' || button == '\x11') {
be8d5aa1 314 me->ourgame->free_game(oldstate);
2ef96bd6 315 return 0;
316 } else {
28d0118c 317 game_state *s =
318 me->ourgame->make_move(me->states[me->statepos-1].state,
319 me->ui, x, y, button);
74a4e547 320
28d0118c 321 if (s == me->states[me->statepos-1].state) {
74a4e547 322 /*
323 * make_move() is allowed to return its input state to
324 * indicate that although no move has been made, the UI
325 * state has been updated and a redraw is called for.
326 */
327 midend_redraw(me);
328 return 1;
329 } else if (s) {
dd216087 330 midend_stop_anim(me);
2ef96bd6 331 while (me->nstates > me->statepos)
28d0118c 332 me->ourgame->free_game(me->states[--me->nstates].state);
2ef96bd6 333 ensure(me);
28d0118c 334 me->states[me->nstates].state = s;
335 me->states[me->nstates].special = FALSE; /* normal move */
2ef96bd6 336 me->statepos = ++me->nstates;
c822de4a 337 me->dir = +1;
2ef96bd6 338 } else {
be8d5aa1 339 me->ourgame->free_game(oldstate);
2ef96bd6 340 return 1;
341 }
7f77ea24 342 }
343
28d0118c 344 if (!gotspecial)
345 special = me->states[me->statepos-1].special;
346
2ef96bd6 347 /*
348 * See if this move requires an animation.
349 */
28d0118c 350 if (special) {
351 anim_time = 0;
352 } else {
353 anim_time = me->ourgame->anim_length(oldstate,
354 me->states[me->statepos-1].state,
e3f21163 355 me->dir, me->ui);
28d0118c 356 }
2ef96bd6 357
87ed82be 358 me->oldstate = oldstate;
2ef96bd6 359 if (anim_time > 0) {
2ef96bd6 360 me->anim_time = anim_time;
361 } else {
2ef96bd6 362 me->anim_time = 0.0;
87ed82be 363 midend_finish_move(me);
7f77ea24 364 }
2ef96bd6 365 me->anim_pos = 0.0;
366
367 midend_redraw(me);
368
48dcdd62 369 midend_set_timer(me);
7f77ea24 370
371 return 1;
372}
2ef96bd6 373
6776a950 374int midend_process_key(midend_data *me, int x, int y, int button)
375{
376 int ret = 1;
377
378 /*
379 * Harmonise mouse drag and release messages.
380 *
381 * Some front ends might accidentally switch from sending, say,
382 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
383 * drag. (This can happen on the Mac, for example, since
384 * RIGHT_DRAG is usually done using Command+drag, and if the
385 * user accidentally releases Command half way through the drag
386 * then there will be trouble.)
387 *
388 * It would be an O(number of front ends) annoyance to fix this
389 * in the front ends, but an O(number of back ends) annoyance
390 * to have each game capable of dealing with it. Therefore, we
391 * fix it _here_ in the common midend code so that it only has
392 * to be done once.
393 *
eeba2afe 394 * The possible ways in which things can go screwy in the front
395 * end are:
6776a950 396 *
eeba2afe 397 * - in a system containing multiple physical buttons button
398 * presses can inadvertently overlap. We can see ABab (caps
399 * meaning button-down and lowercase meaning button-up) when
400 * the user had semantically intended AaBb.
6776a950 401 *
eeba2afe 402 * - in a system where one button is simulated by means of a
403 * modifier key and another button, buttons can mutate
404 * between press and release (possibly during drag). So we
405 * can see Ab instead of Aa.
6776a950 406 *
eeba2afe 407 * Definite requirements are:
408 *
409 * - button _presses_ must never be invented or destroyed. If
410 * the user presses two buttons in succession, the button
411 * presses must be transferred to the backend unchanged. So
412 * if we see AaBb , that's fine; if we see ABab (the button
413 * presses inadvertently overlapped) we must somehow
414 * `correct' it to AaBb.
415 *
416 * - every mouse action must end up looking like a press, zero
417 * or more drags, then a release. This allows back ends to
418 * make the _assumption_ that incoming mouse data will be
419 * sane in this regard, and not worry about the details.
420 *
421 * So my policy will be:
422 *
423 * - treat any button-up as a button-up for the currently
424 * pressed button, or ignore it if there is no currently
425 * pressed button.
426 *
427 * - treat any drag as a drag for the currently pressed
428 * button, or ignore it if there is no currently pressed
429 * button.
430 *
431 * - if we see a button-down while another button is currently
432 * pressed, invent a button-up for the first one and then
433 * pass the button-down through as before.
6776a950 434 *
6776a950 435 */
436 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 437 if (me->pressed_mouse_button) {
438 if (IS_MOUSE_DRAG(button)) {
439 button = me->pressed_mouse_button +
440 (LEFT_DRAG - LEFT_BUTTON);
441 } else {
442 button = me->pressed_mouse_button +
443 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 444 }
eeba2afe 445 } else
446 return ret; /* ignore it */
6776a950 447 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
448 /*
449 * Fabricate a button-up for the previously pressed button.
450 */
451 ret = ret && midend_really_process_key
452 (me, x, y, (me->pressed_mouse_button +
453 (LEFT_RELEASE - LEFT_BUTTON)));
454 }
455
456 /*
457 * Now send on the event we originally received.
458 */
459 ret = ret && midend_really_process_key(me, x, y, button);
460
461 /*
462 * And update the currently pressed button.
463 */
464 if (IS_MOUSE_RELEASE(button))
465 me->pressed_mouse_button = 0;
466 else if (IS_MOUSE_DOWN(button))
467 me->pressed_mouse_button = button;
468
469 return ret;
470}
471
2ef96bd6 472void midend_redraw(midend_data *me)
473{
474 if (me->statepos > 0 && me->drawstate) {
475 start_draw(me->frontend);
476 if (me->oldstate && me->anim_time > 0 &&
477 me->anim_pos < me->anim_time) {
c822de4a 478 assert(me->dir != 0);
be8d5aa1 479 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
28d0118c 480 me->states[me->statepos-1].state, me->dir,
be8d5aa1 481 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 482 } else {
be8d5aa1 483 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
28d0118c 484 me->states[me->statepos-1].state, +1 /*shrug*/,
be8d5aa1 485 me->ui, 0.0, me->flash_pos);
2ef96bd6 486 }
487 end_draw(me->frontend);
488 }
489}
490
491void midend_timer(midend_data *me, float tplus)
492{
493 me->anim_pos += tplus;
494 if (me->anim_pos >= me->anim_time ||
495 me->anim_time == 0 || !me->oldstate) {
87ed82be 496 if (me->anim_time > 0)
497 midend_finish_move(me);
498 }
48dcdd62 499
87ed82be 500 me->flash_pos += tplus;
501 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
502 me->flash_pos = me->flash_time = 0;
2ef96bd6 503 }
48dcdd62 504
2ef96bd6 505 midend_redraw(me);
48dcdd62 506
507 if (me->timing) {
508 float oldelapsed = me->elapsed;
509 me->elapsed += tplus;
510 if ((int)oldelapsed != (int)me->elapsed)
511 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
512 }
513
514 midend_set_timer(me);
2ef96bd6 515}
516
517float *midend_colours(midend_data *me, int *ncolours)
518{
519 game_state *state = NULL;
520 float *ret;
521
522 if (me->nstates == 0) {
6f2d8d7c 523 game_aux_info *aux = NULL;
1185e3c5 524 char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
c380832d 525 state = me->ourgame->new_game(me, me->params, desc);
1185e3c5 526 sfree(desc);
6f2d8d7c 527 if (aux)
528 me->ourgame->free_aux_info(aux);
2ef96bd6 529 } else
28d0118c 530 state = me->states[0].state;
2ef96bd6 531
be8d5aa1 532 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 533
813593cc 534 {
535 int i;
536
537 /*
538 * Allow environment-based overrides for the standard
539 * colours by defining variables along the lines of
540 * `NET_COLOUR_4=6000c0'.
541 */
542
543 for (i = 0; i < *ncolours; i++) {
544 char buf[80], *e;
545 unsigned int r, g, b;
546 int j;
547
548 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
549 for (j = 0; buf[j]; j++)
550 buf[j] = toupper((unsigned char)buf[j]);
551 if ((e = getenv(buf)) != NULL &&
552 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
553 ret[i*3 + 0] = r / 255.0;
554 ret[i*3 + 1] = g / 255.0;
555 ret[i*3 + 2] = b / 255.0;
556 }
557 }
558 }
559
2ef96bd6 560 if (me->nstates == 0)
be8d5aa1 561 me->ourgame->free_game(state);
2ef96bd6 562
563 return ret;
564}
eb2ad6f1 565
566int midend_num_presets(midend_data *me)
567{
568 if (!me->npresets) {
569 char *name;
570 game_params *preset;
571
be8d5aa1 572 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 573 if (me->presetsize <= me->npresets) {
574 me->presetsize = me->npresets + 10;
575 me->presets = sresize(me->presets, me->presetsize,
576 game_params *);
577 me->preset_names = sresize(me->preset_names, me->presetsize,
578 char *);
579 }
580
581 me->presets[me->npresets] = preset;
582 me->preset_names[me->npresets] = name;
583 me->npresets++;
584 }
585 }
586
813593cc 587 {
588 /*
589 * Allow environment-based extensions to the preset list by
590 * defining a variable along the lines of `SOLO_PRESETS=2x3
591 * Advanced:2x3da'. Colon-separated list of items,
592 * alternating between textual titles in the menu and
593 * encoded parameter strings.
594 */
595 char buf[80], *e, *p;
596 int j;
597
598 sprintf(buf, "%s_PRESETS", me->ourgame->name);
599 for (j = 0; buf[j]; j++)
600 buf[j] = toupper((unsigned char)buf[j]);
601
602 if ((e = getenv(buf)) != NULL) {
603 p = e = dupstr(e);
604
605 while (*p) {
606 char *name, *val;
607 game_params *preset;
608
609 name = p;
610 while (*p && *p != ':') p++;
611 if (*p) *p++ = '\0';
612 val = p;
613 while (*p && *p != ':') p++;
614 if (*p) *p++ = '\0';
615
616 preset = me->ourgame->default_params();
617 me->ourgame->decode_params(preset, val);
618
239ba6e6 619 if (me->ourgame->validate_params(preset)) {
620 /* Drop this one from the list. */
621 me->ourgame->free_params(preset);
622 continue;
623 }
624
813593cc 625 if (me->presetsize <= me->npresets) {
626 me->presetsize = me->npresets + 10;
627 me->presets = sresize(me->presets, me->presetsize,
628 game_params *);
629 me->preset_names = sresize(me->preset_names,
630 me->presetsize, char *);
631 }
632
633 me->presets[me->npresets] = preset;
634 me->preset_names[me->npresets] = name;
635 me->npresets++;
636 }
637 }
638 }
639
eb2ad6f1 640 return me->npresets;
641}
642
643void midend_fetch_preset(midend_data *me, int n,
644 char **name, game_params **params)
645{
646 assert(n >= 0 && n < me->npresets);
647 *name = me->preset_names[n];
648 *params = me->presets[n];
649}
fd1a1a2b 650
651int midend_wants_statusbar(midend_data *me)
652{
be8d5aa1 653 return me->ourgame->wants_statusbar();
fd1a1a2b 654}
c8230524 655
c380832d 656void midend_supersede_game_desc(midend_data *me, char *desc)
657{
658 sfree(me->desc);
659 me->desc = dupstr(desc);
660}
661
5928817c 662config_item *midend_get_config(midend_data *me, int which, char **wintitle)
c8230524 663{
b0e26073 664 char *titlebuf, *parstr;
5928817c 665 config_item *ret;
666
be8d5aa1 667 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 668
669 switch (which) {
670 case CFG_SETTINGS:
be8d5aa1 671 sprintf(titlebuf, "%s configuration", me->ourgame->name);
5928817c 672 *wintitle = dupstr(titlebuf);
be8d5aa1 673 return me->ourgame->configure(me->params);
5928817c 674 case CFG_SEED:
1185e3c5 675 case CFG_DESC:
676 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
677 which == CFG_SEED ? "random" : "game");
5928817c 678 *wintitle = dupstr(titlebuf);
679
680 ret = snewn(2, config_item);
681
682 ret[0].type = C_STRING;
1185e3c5 683 if (which == CFG_SEED)
684 ret[0].name = "Game random seed";
685 else
686 ret[0].name = "Game ID";
5928817c 687 ret[0].ival = 0;
b0e26073 688 /*
1185e3c5 689 * For CFG_DESC the text going in here will be a string
690 * encoding of the restricted parameters, plus a colon,
691 * plus the game description. For CFG_SEED it will be the
692 * full parameters, plus a hash, plus the random seed data.
693 * Either of these is a valid full game ID (although only
694 * the former is likely to persist across many code
695 * changes).
b0e26073 696 */
f60f7e7c 697 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1185e3c5 698 if (which == CFG_DESC) {
699 ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
700 sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
701 } else if (me->seedstr) {
702 ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
703 sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
704 } else {
705 /*
706 * If the current game was not randomly generated, the
707 * best we can do is to give a template for typing a
708 * new seed in.
709 */
710 ret[0].sval = snewn(strlen(parstr) + 2, char);
711 sprintf(ret[0].sval, "%s#", parstr);
712 }
b0e26073 713 sfree(parstr);
5928817c 714
715 ret[1].type = C_END;
716 ret[1].name = ret[1].sval = NULL;
717 ret[1].ival = 0;
718
719 return ret;
720 }
721
722 assert(!"We shouldn't be here");
723 return NULL;
c8230524 724}
725
1185e3c5 726static char *midend_game_id_int(midend_data *me, char *id, int defmode)
8b7938e7 727{
1185e3c5 728 char *error, *par, *desc, *seed;
8b7938e7 729
1185e3c5 730 seed = strchr(id, '#');
731 desc = strchr(id, ':');
8b7938e7 732
1185e3c5 733 if (desc && (!seed || desc < seed)) {
734 /*
735 * We have a colon separating parameters from game
736 * description. So `par' now points to the parameters
737 * string, and `desc' to the description string.
738 */
739 *desc++ = '\0';
740 par = id;
741 seed = NULL;
742 } else if (seed && (!desc || seed < desc)) {
8b7938e7 743 /*
50ff5730 744 * We have a hash separating parameters from random seed.
1185e3c5 745 * So `par' now points to the parameters string, and `seed'
746 * to the seed string.
8b7938e7 747 */
748 *seed++ = '\0';
749 par = id;
1185e3c5 750 desc = NULL;
8b7938e7 751 } else {
752 /*
1185e3c5 753 * We only have one string. Depending on `defmode', we take
754 * it to be either parameters, seed or description.
8b7938e7 755 */
1185e3c5 756 if (defmode == DEF_SEED) {
8b7938e7 757 seed = id;
1185e3c5 758 par = desc = NULL;
759 } else if (defmode == DEF_DESC) {
760 desc = id;
761 par = seed = NULL;
8b7938e7 762 } else {
8b7938e7 763 par = id;
1185e3c5 764 seed = desc = NULL;
8b7938e7 765 }
766 }
767
768 if (par) {
1185e3c5 769 game_params *tmpparams;
770 tmpparams = me->ourgame->dup_params(me->params);
771 me->ourgame->decode_params(tmpparams, par);
772 error = me->ourgame->validate_params(tmpparams);
8b7938e7 773 if (error) {
1185e3c5 774 me->ourgame->free_params(tmpparams);
8b7938e7 775 return error;
776 }
f60f7e7c 777 if (me->curparams)
778 me->ourgame->free_params(me->curparams);
779 me->curparams = tmpparams;
1185e3c5 780
781 /*
782 * Now filter only the persistent parts of this state into
783 * the long-term params structure, unless we've _only_
784 * received a params string in which case the whole lot is
785 * persistent.
786 */
787 if (seed || desc) {
788 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
789 me->ourgame->decode_params(me->params, tmpstr);
3af70dd4 790 sfree(tmpstr);
1185e3c5 791 } else {
792 me->ourgame->free_params(me->params);
793 me->params = me->ourgame->dup_params(tmpparams);
794 }
8b7938e7 795 }
796
3af70dd4 797 sfree(me->desc);
798 me->desc = NULL;
799 sfree(me->seedstr);
800 me->seedstr = NULL;
801
1185e3c5 802 if (desc) {
803 error = me->ourgame->validate_desc(me->params, desc);
8b7938e7 804 if (error)
805 return error;
806
1185e3c5 807 me->desc = dupstr(desc);
808 me->genmode = GOT_DESC;
6f2d8d7c 809 if (me->aux_info)
810 me->ourgame->free_aux_info(me->aux_info);
811 me->aux_info = NULL;
8b7938e7 812 }
813
1185e3c5 814 if (seed) {
1185e3c5 815 me->seedstr = dupstr(seed);
816 me->genmode = GOT_SEED;
817 }
818
8b7938e7 819 return NULL;
820}
821
1185e3c5 822char *midend_game_id(midend_data *me, char *id)
823{
824 return midend_game_id_int(me, id, DEF_PARAMS);
825}
826
5928817c 827char *midend_set_config(midend_data *me, int which, config_item *cfg)
c8230524 828{
8b7938e7 829 char *error;
c8230524 830 game_params *params;
831
5928817c 832 switch (which) {
833 case CFG_SETTINGS:
be8d5aa1 834 params = me->ourgame->custom_params(cfg);
835 error = me->ourgame->validate_params(params);
c8230524 836
5928817c 837 if (error) {
be8d5aa1 838 me->ourgame->free_params(params);
5928817c 839 return error;
840 }
c8230524 841
be8d5aa1 842 me->ourgame->free_params(me->params);
5928817c 843 me->params = params;
844 break;
845
846 case CFG_SEED:
1185e3c5 847 case CFG_DESC:
848 error = midend_game_id_int(me, cfg[0].sval,
849 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
5928817c 850 if (error)
851 return error;
5928817c 852 break;
853 }
c8230524 854
855 return NULL;
856}
9b4b03d3 857
858char *midend_text_format(midend_data *me)
859{
860 if (me->ourgame->can_format_as_text && me->statepos > 0)
28d0118c 861 return me->ourgame->text_format(me->states[me->statepos-1].state);
9b4b03d3 862 else
863 return NULL;
864}
2ac6d24e 865
866char *midend_solve(midend_data *me)
867{
868 game_state *s;
869 char *msg;
870
871 if (!me->ourgame->can_solve)
872 return "This game does not support the Solve operation";
873
874 if (me->statepos < 1)
875 return "No game set up to solve"; /* _shouldn't_ happen! */
876
877 msg = "Solve operation failed"; /* game _should_ overwrite on error */
28d0118c 878 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
2ac6d24e 879 if (!s)
880 return msg;
881
882 /*
28d0118c 883 * Now enter the solved state as the next move.
2ac6d24e 884 */
885 midend_stop_anim(me);
886 while (me->nstates > me->statepos)
28d0118c 887 me->ourgame->free_game(me->states[--me->nstates].state);
2ac6d24e 888 ensure(me);
28d0118c 889 me->states[me->nstates].state = s;
890 me->states[me->nstates].special = TRUE; /* created using solve */
2ac6d24e 891 me->statepos = ++me->nstates;
892 me->anim_time = 0.0;
893 midend_finish_move(me);
894 midend_redraw(me);
48dcdd62 895 midend_set_timer(me);
2ac6d24e 896 return NULL;
897}
48dcdd62 898
899char *midend_rewrite_statusbar(midend_data *me, char *text)
900{
901 /*
902 * An important special case is that we are occasionally called
903 * with our own laststatus, to update the timer.
904 */
905 if (me->laststatus != text) {
906 sfree(me->laststatus);
907 me->laststatus = dupstr(text);
908 }
909
910 if (me->ourgame->is_timed) {
911 char timebuf[100], *ret;
912 int min, sec;
913
914 sec = me->elapsed;
915 min = sec / 60;
916 sec %= 60;
917 sprintf(timebuf, "[%d:%02d] ", min, sec);
918
919 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
920 strcpy(ret, timebuf);
921 strcat(ret, text);
922 return ret;
923
924 } else {
925 return dupstr(text);
926 }
927}