Rogue diagnostic!
[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
0a6892db 28 /*
29 * `desc' and `privdesc' deserve a comment.
30 *
31 * `desc' is the game description as presented to the user when
32 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
33 * different game description used to reconstruct the initial
34 * game_state when de-serialising. If privdesc is NULL, `desc'
35 * is used for both.
36 *
37 * For almost all games, `privdesc' is NULL and never used. The
38 * exception (as usual) is Mines: the initial game state has no
39 * squares open at all, but after the first click `desc' is
40 * rewritten to describe a game state with an initial click and
41 * thus a bunch of squares open. If we used that desc to
42 * serialise and deserialise, then the initial game state after
43 * deserialisation would look unlike the initial game state
44 * beforehand, and worse still execute_move() might fail on the
45 * attempted first click. So `privdesc' is also used in this
46 * case, to provide a game description describing the same
47 * fixed mine layout _but_ no initial click. (These game IDs
48 * may also be typed directly into Mines if you like.)
49 */
50 char *desc, *privdesc, *seedstr;
6f2d8d7c 51 game_aux_info *aux_info;
1185e3c5 52 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
7f77ea24 53 int nstates, statesize, statepos;
eb2ad6f1 54
55 game_params **presets;
56 char **preset_names;
57 int npresets, presetsize;
58
f60f7e7c 59 game_params *params, *curparams;
28d0118c 60 struct midend_state_entry *states;
2ef96bd6 61 game_drawstate *drawstate;
62 game_state *oldstate;
74a4e547 63 game_ui *ui;
2ef96bd6 64 float anim_time, anim_pos;
87ed82be 65 float flash_time, flash_pos;
c822de4a 66 int dir;
6776a950 67
48dcdd62 68 int timing;
69 float elapsed;
70 char *laststatus;
71
6776a950 72 int pressed_mouse_button;
1e3e152d 73
74 int winwidth, winheight;
7f77ea24 75};
76
77#define ensure(me) do { \
78 if ((me)->nstates >= (me)->statesize) { \
79 (me)->statesize = (me)->nstates + 128; \
28d0118c 80 (me)->states = sresize((me)->states, (me)->statesize, \
81 struct midend_state_entry); \
7f77ea24 82 } \
83} while (0)
84
be8d5aa1 85midend_data *midend_new(frontend *fe, const game *ourgame)
7f77ea24 86{
87 midend_data *me = snew(midend_data);
cbb5549e 88 void *randseed;
89 int randseedsize;
90
91 get_random_seed(&randseed, &randseedsize);
7f77ea24 92
48d70ca9 93 me->frontend = fe;
be8d5aa1 94 me->ourgame = ourgame;
48d70ca9 95 me->random = random_init(randseed, randseedsize);
7f77ea24 96 me->nstates = me->statesize = me->statepos = 0;
97 me->states = NULL;
be8d5aa1 98 me->params = ourgame->default_params();
f60f7e7c 99 me->curparams = NULL;
0a6892db 100 me->desc = me->privdesc = NULL;
1185e3c5 101 me->seedstr = NULL;
6f2d8d7c 102 me->aux_info = NULL;
1185e3c5 103 me->genmode = GOT_NOTHING;
2ef96bd6 104 me->drawstate = NULL;
105 me->oldstate = NULL;
eb2ad6f1 106 me->presets = NULL;
107 me->preset_names = NULL;
108 me->npresets = me->presetsize = 0;
87ed82be 109 me->anim_time = me->anim_pos = 0.0F;
110 me->flash_time = me->flash_pos = 0.0F;
c822de4a 111 me->dir = 0;
74a4e547 112 me->ui = NULL;
6776a950 113 me->pressed_mouse_button = 0;
48dcdd62 114 me->laststatus = NULL;
115 me->timing = FALSE;
116 me->elapsed = 0.0F;
1e3e152d 117 me->winwidth = me->winheight = 0;
7f77ea24 118
cbb5549e 119 sfree(randseed);
120
7f77ea24 121 return me;
122}
123
ab53eb64 124static void midend_free_game(midend_data *me)
125{
126 while (me->nstates > 0)
127 me->ourgame->free_game(me->states[--me->nstates].state);
128
129 if (me->drawstate)
130 me->ourgame->free_drawstate(me->drawstate);
131}
132
7f77ea24 133void midend_free(midend_data *me)
134{
ab53eb64 135 int i;
136
137 midend_free_game(me);
138
139 random_free(me->random);
7f77ea24 140 sfree(me->states);
1185e3c5 141 sfree(me->desc);
142 sfree(me->seedstr);
6f2d8d7c 143 if (me->aux_info)
144 me->ourgame->free_aux_info(me->aux_info);
be8d5aa1 145 me->ourgame->free_params(me->params);
ab53eb64 146 if (me->npresets) {
147 for (i = 0; i < me->npresets; i++) {
148 sfree(me->presets[i]);
149 sfree(me->preset_names[i]);
150 }
151 sfree(me->presets);
152 sfree(me->preset_names);
153 }
154 if (me->ui)
155 me->ourgame->free_ui(me->ui);
f60f7e7c 156 if (me->curparams)
157 me->ourgame->free_params(me->curparams);
48dcdd62 158 sfree(me->laststatus);
7f77ea24 159 sfree(me);
160}
161
1e3e152d 162void midend_size(midend_data *me, int *x, int *y, int expand)
7f77ea24 163{
1e3e152d 164 me->ourgame->size(me->params, me->drawstate, x, y, expand);
165 me->winwidth = *x;
166 me->winheight = *y;
7f77ea24 167}
168
169void midend_set_params(midend_data *me, game_params *params)
170{
be8d5aa1 171 me->ourgame->free_params(me->params);
172 me->params = me->ourgame->dup_params(params);
7f77ea24 173}
174
48dcdd62 175static void midend_set_timer(midend_data *me)
176{
177 me->timing = (me->ourgame->is_timed &&
178 me->ourgame->timing_state(me->states[me->statepos-1].state));
179 if (me->timing || me->flash_time || me->anim_time)
180 activate_timer(me->frontend);
181 else
182 deactivate_timer(me->frontend);
183}
184
1e3e152d 185static void midend_size_new_drawstate(midend_data *me)
186{
187 me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight,
188 TRUE);
189}
190
008b4378 191void midend_force_redraw(midend_data *me)
192{
193 if (me->drawstate)
194 me->ourgame->free_drawstate(me->drawstate);
195 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
1e3e152d 196 midend_size_new_drawstate(me);
008b4378 197 midend_redraw(me);
198}
199
5928817c 200void midend_new_game(midend_data *me)
7f77ea24 201{
ab53eb64 202 midend_free_game(me);
2ef96bd6 203
7f77ea24 204 assert(me->nstates == 0);
205
1185e3c5 206 if (me->genmode == GOT_DESC) {
207 me->genmode = GOT_NOTHING;
208 } else {
209 random_state *rs;
210
211 if (me->genmode == GOT_SEED) {
212 me->genmode = GOT_NOTHING;
213 } else {
214 /*
215 * Generate a new random seed. 15 digits comes to about
216 * 48 bits, which should be more than enough.
97c44af3 217 *
218 * I'll avoid putting a leading zero on the number,
219 * just in case it confuses anybody who thinks it's
220 * processed as an integer rather than a string.
1185e3c5 221 */
222 char newseed[16];
223 int i;
224 newseed[15] = '\0';
97c44af3 225 newseed[0] = '1' + random_upto(me->random, 9);
226 for (i = 1; i < 15; i++)
1185e3c5 227 newseed[i] = '0' + random_upto(me->random, 10);
228 sfree(me->seedstr);
229 me->seedstr = dupstr(newseed);
f60f7e7c 230
231 if (me->curparams)
232 me->ourgame->free_params(me->curparams);
233 me->curparams = me->ourgame->dup_params(me->params);
1185e3c5 234 }
235
236 sfree(me->desc);
0a6892db 237 sfree(me->privdesc);
6f2d8d7c 238 if (me->aux_info)
239 me->ourgame->free_aux_info(me->aux_info);
240 me->aux_info = NULL;
1185e3c5 241
242 rs = random_init(me->seedstr, strlen(me->seedstr));
6aa6af4c 243 me->desc = me->ourgame->new_desc(me->curparams, rs,
244 &me->aux_info, TRUE);
0a6892db 245 me->privdesc = NULL;
1185e3c5 246 random_free(rs);
1185e3c5 247 }
7f77ea24 248
249 ensure(me);
c380832d 250 me->states[me->nstates].state =
251 me->ourgame->new_game(me, me->params, me->desc);
28d0118c 252 me->states[me->nstates].special = TRUE;
253 me->nstates++;
7f77ea24 254 me->statepos = 1;
28d0118c 255 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
1e3e152d 256 midend_size_new_drawstate(me);
48dcdd62 257 me->elapsed = 0.0F;
258 midend_set_timer(me);
74a4e547 259 if (me->ui)
be8d5aa1 260 me->ourgame->free_ui(me->ui);
28d0118c 261 me->ui = me->ourgame->new_ui(me->states[0].state);
6776a950 262 me->pressed_mouse_button = 0;
7f77ea24 263}
264
1482ee76 265static int midend_undo(midend_data *me)
7f77ea24 266{
1482ee76 267 if (me->statepos > 1) {
07dfb697 268 if (me->ui)
269 me->ourgame->changed_state(me->ui,
270 me->states[me->statepos-1].state,
271 me->states[me->statepos-2].state);
7f77ea24 272 me->statepos--;
c822de4a 273 me->dir = -1;
1482ee76 274 return 1;
275 } else
276 return 0;
7f77ea24 277}
278
1482ee76 279static int midend_redo(midend_data *me)
7f77ea24 280{
1482ee76 281 if (me->statepos < me->nstates) {
07dfb697 282 if (me->ui)
283 me->ourgame->changed_state(me->ui,
284 me->states[me->statepos-1].state,
285 me->states[me->statepos].state);
7f77ea24 286 me->statepos++;
c822de4a 287 me->dir = +1;
1482ee76 288 return 1;
289 } else
290 return 0;
7f77ea24 291}
292
87ed82be 293static void midend_finish_move(midend_data *me)
294{
295 float flashtime;
296
28d0118c 297 /*
298 * We do not flash if the later of the two states is special.
299 * This covers both forward Solve moves and backward (undone)
300 * Restart moves.
301 */
302 if ((me->oldstate || me->statepos > 1) &&
303 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
304 (me->dir < 0 && me->statepos < me->nstates &&
305 !me->states[me->statepos].special))) {
be8d5aa1 306 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
28d0118c 307 me->states[me->statepos-2].state,
308 me->states[me->statepos-1].state,
e3f21163 309 me->oldstate ? me->dir : +1,
310 me->ui);
87ed82be 311 if (flashtime > 0) {
312 me->flash_pos = 0.0F;
313 me->flash_time = flashtime;
314 }
315 }
316
317 if (me->oldstate)
be8d5aa1 318 me->ourgame->free_game(me->oldstate);
87ed82be 319 me->oldstate = NULL;
320 me->anim_pos = me->anim_time = 0;
c822de4a 321 me->dir = 0;
87ed82be 322
48dcdd62 323 midend_set_timer(me);
87ed82be 324}
325
ab53eb64 326void midend_stop_anim(midend_data *me)
7f77ea24 327{
2ef96bd6 328 if (me->oldstate || me->anim_time) {
87ed82be 329 midend_finish_move(me);
2ef96bd6 330 midend_redraw(me);
331 }
dd216087 332}
333
28d0118c 334void midend_restart_game(midend_data *me)
335{
336 game_state *s;
337
7f89707c 338 midend_stop_anim(me);
339
28d0118c 340 assert(me->statepos >= 1);
341 if (me->statepos == 1)
342 return; /* no point doing anything at all! */
343
0a6892db 344 /*
345 * During restart, we reconstruct the game from the (public)
346 * game description rather than from states[0], because that
347 * way Mines gets slightly more sensible behaviour (restart
348 * goes to _after_ the first click so you don't have to
349 * remember where you clicked).
350 */
351 s = me->ourgame->new_game(me, me->params, me->desc);
28d0118c 352
353 /*
354 * Now enter the restarted state as the next move.
355 */
356 midend_stop_anim(me);
357 while (me->nstates > me->statepos)
358 me->ourgame->free_game(me->states[--me->nstates].state);
359 ensure(me);
360 me->states[me->nstates].state = s;
361 me->states[me->nstates].special = TRUE; /* we just restarted */
362 me->statepos = ++me->nstates;
07dfb697 363 if (me->ui)
364 me->ourgame->changed_state(me->ui,
365 me->states[me->statepos-2].state,
366 me->states[me->statepos-1].state);
28d0118c 367 me->anim_time = 0.0;
368 midend_finish_move(me);
369 midend_redraw(me);
48dcdd62 370 midend_set_timer(me);
28d0118c 371}
372
6776a950 373static int midend_really_process_key(midend_data *me, int x, int y, int button)
dd216087 374{
28d0118c 375 game_state *oldstate =
376 me->ourgame->dup_game(me->states[me->statepos - 1].state);
ab53eb64 377 int special = FALSE, gotspecial = FALSE, ret = 1;
dd216087 378 float anim_time;
7f77ea24 379
380 if (button == 'n' || button == 'N' || button == '\x0E') {
dd216087 381 midend_stop_anim(me);
5928817c 382 midend_new_game(me);
2ef96bd6 383 midend_redraw(me);
ab53eb64 384 goto done; /* never animate */
7f77ea24 385 } else if (button == 'u' || button == 'u' ||
1482ee76 386 button == '\x1A' || button == '\x1F') {
dd216087 387 midend_stop_anim(me);
28d0118c 388 special = me->states[me->statepos-1].special;
389 gotspecial = TRUE;
1482ee76 390 if (!midend_undo(me))
ab53eb64 391 goto done;
7f89707c 392 } else if (button == 'r' || button == 'R' ||
31ad8194 393 button == '\x12' || button == '\x19') {
dd216087 394 midend_stop_anim(me);
1482ee76 395 if (!midend_redo(me))
ab53eb64 396 goto done;
7f77ea24 397 } else if (button == 'q' || button == 'Q' || button == '\x11') {
ab53eb64 398 ret = 0;
399 goto done;
2ef96bd6 400 } else {
df11cd4e 401 game_state *s;
402 char *movestr;
403
404 movestr =
405 me->ourgame->interpret_move(me->states[me->statepos-1].state,
406 me->ui, me->drawstate, x, y, button);
407 if (!movestr)
408 s = NULL;
409 else if (!*movestr)
410 s = me->states[me->statepos-1].state;
411 else {
412 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
413 movestr);
414 assert(s != NULL);
415 sfree(movestr);
416 }
74a4e547 417
28d0118c 418 if (s == me->states[me->statepos-1].state) {
74a4e547 419 /*
420 * make_move() is allowed to return its input state to
421 * indicate that although no move has been made, the UI
422 * state has been updated and a redraw is called for.
423 */
424 midend_redraw(me);
ab53eb64 425 goto done;
74a4e547 426 } else if (s) {
dd216087 427 midend_stop_anim(me);
2ef96bd6 428 while (me->nstates > me->statepos)
28d0118c 429 me->ourgame->free_game(me->states[--me->nstates].state);
2ef96bd6 430 ensure(me);
28d0118c 431 me->states[me->nstates].state = s;
432 me->states[me->nstates].special = FALSE; /* normal move */
2ef96bd6 433 me->statepos = ++me->nstates;
c822de4a 434 me->dir = +1;
2ef96bd6 435 } else {
ab53eb64 436 goto done;
2ef96bd6 437 }
7f77ea24 438 }
439
28d0118c 440 if (!gotspecial)
441 special = me->states[me->statepos-1].special;
442
2ef96bd6 443 /*
444 * See if this move requires an animation.
445 */
28d0118c 446 if (special) {
447 anim_time = 0;
448 } else {
449 anim_time = me->ourgame->anim_length(oldstate,
450 me->states[me->statepos-1].state,
e3f21163 451 me->dir, me->ui);
28d0118c 452 }
2ef96bd6 453
ab53eb64 454 me->oldstate = oldstate; oldstate = NULL;
2ef96bd6 455 if (anim_time > 0) {
2ef96bd6 456 me->anim_time = anim_time;
457 } else {
2ef96bd6 458 me->anim_time = 0.0;
87ed82be 459 midend_finish_move(me);
7f77ea24 460 }
2ef96bd6 461 me->anim_pos = 0.0;
462
463 midend_redraw(me);
464
48dcdd62 465 midend_set_timer(me);
7f77ea24 466
ab53eb64 467 done:
468 if (oldstate) me->ourgame->free_game(oldstate);
469 return ret;
7f77ea24 470}
2ef96bd6 471
6776a950 472int midend_process_key(midend_data *me, int x, int y, int button)
473{
474 int ret = 1;
475
476 /*
477 * Harmonise mouse drag and release messages.
478 *
479 * Some front ends might accidentally switch from sending, say,
480 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
481 * drag. (This can happen on the Mac, for example, since
482 * RIGHT_DRAG is usually done using Command+drag, and if the
483 * user accidentally releases Command half way through the drag
484 * then there will be trouble.)
485 *
486 * It would be an O(number of front ends) annoyance to fix this
487 * in the front ends, but an O(number of back ends) annoyance
488 * to have each game capable of dealing with it. Therefore, we
489 * fix it _here_ in the common midend code so that it only has
490 * to be done once.
491 *
eeba2afe 492 * The possible ways in which things can go screwy in the front
493 * end are:
6776a950 494 *
eeba2afe 495 * - in a system containing multiple physical buttons button
496 * presses can inadvertently overlap. We can see ABab (caps
497 * meaning button-down and lowercase meaning button-up) when
498 * the user had semantically intended AaBb.
6776a950 499 *
eeba2afe 500 * - in a system where one button is simulated by means of a
501 * modifier key and another button, buttons can mutate
502 * between press and release (possibly during drag). So we
503 * can see Ab instead of Aa.
6776a950 504 *
eeba2afe 505 * Definite requirements are:
506 *
507 * - button _presses_ must never be invented or destroyed. If
508 * the user presses two buttons in succession, the button
509 * presses must be transferred to the backend unchanged. So
510 * if we see AaBb , that's fine; if we see ABab (the button
511 * presses inadvertently overlapped) we must somehow
512 * `correct' it to AaBb.
513 *
514 * - every mouse action must end up looking like a press, zero
515 * or more drags, then a release. This allows back ends to
516 * make the _assumption_ that incoming mouse data will be
517 * sane in this regard, and not worry about the details.
518 *
519 * So my policy will be:
520 *
521 * - treat any button-up as a button-up for the currently
522 * pressed button, or ignore it if there is no currently
523 * pressed button.
524 *
525 * - treat any drag as a drag for the currently pressed
526 * button, or ignore it if there is no currently pressed
527 * button.
528 *
529 * - if we see a button-down while another button is currently
530 * pressed, invent a button-up for the first one and then
531 * pass the button-down through as before.
6776a950 532 *
93b1da3d 533 * 2005-05-31: An addendum to the above. Some games might want
534 * a `priority order' among buttons, such that if one button is
535 * pressed while another is down then a fixed one of the
536 * buttons takes priority no matter what order they're pressed
537 * in. Mines, in particular, wants to treat a left+right click
538 * like a left click for the benefit of users of other
539 * implementations. So the last of the above points is modified
540 * in the presence of an (optional) button priority order.
6776a950 541 */
542 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 543 if (me->pressed_mouse_button) {
544 if (IS_MOUSE_DRAG(button)) {
545 button = me->pressed_mouse_button +
546 (LEFT_DRAG - LEFT_BUTTON);
547 } else {
548 button = me->pressed_mouse_button +
549 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 550 }
eeba2afe 551 } else
552 return ret; /* ignore it */
6776a950 553 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
93b1da3d 554 /*
555 * If the new button has lower priority than the old one,
556 * don't bother doing this.
557 */
558 if (me->ourgame->mouse_priorities &
559 BUTTON_BEATS(me->pressed_mouse_button, button))
560 return ret; /* just ignore it */
561
6776a950 562 /*
563 * Fabricate a button-up for the previously pressed button.
564 */
565 ret = ret && midend_really_process_key
566 (me, x, y, (me->pressed_mouse_button +
567 (LEFT_RELEASE - LEFT_BUTTON)));
568 }
569
570 /*
571 * Now send on the event we originally received.
572 */
573 ret = ret && midend_really_process_key(me, x, y, button);
574
575 /*
576 * And update the currently pressed button.
577 */
578 if (IS_MOUSE_RELEASE(button))
579 me->pressed_mouse_button = 0;
580 else if (IS_MOUSE_DOWN(button))
581 me->pressed_mouse_button = button;
582
583 return ret;
584}
585
2ef96bd6 586void midend_redraw(midend_data *me)
587{
588 if (me->statepos > 0 && me->drawstate) {
589 start_draw(me->frontend);
590 if (me->oldstate && me->anim_time > 0 &&
591 me->anim_pos < me->anim_time) {
c822de4a 592 assert(me->dir != 0);
be8d5aa1 593 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
28d0118c 594 me->states[me->statepos-1].state, me->dir,
be8d5aa1 595 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 596 } else {
be8d5aa1 597 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
28d0118c 598 me->states[me->statepos-1].state, +1 /*shrug*/,
be8d5aa1 599 me->ui, 0.0, me->flash_pos);
2ef96bd6 600 }
601 end_draw(me->frontend);
602 }
603}
604
605void midend_timer(midend_data *me, float tplus)
606{
607 me->anim_pos += tplus;
608 if (me->anim_pos >= me->anim_time ||
609 me->anim_time == 0 || !me->oldstate) {
87ed82be 610 if (me->anim_time > 0)
611 midend_finish_move(me);
612 }
48dcdd62 613
87ed82be 614 me->flash_pos += tplus;
615 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
616 me->flash_pos = me->flash_time = 0;
2ef96bd6 617 }
48dcdd62 618
2ef96bd6 619 midend_redraw(me);
48dcdd62 620
621 if (me->timing) {
622 float oldelapsed = me->elapsed;
623 me->elapsed += tplus;
624 if ((int)oldelapsed != (int)me->elapsed)
625 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
626 }
627
628 midend_set_timer(me);
2ef96bd6 629}
630
631float *midend_colours(midend_data *me, int *ncolours)
632{
633 game_state *state = NULL;
634 float *ret;
635
636 if (me->nstates == 0) {
6f2d8d7c 637 game_aux_info *aux = NULL;
6aa6af4c 638 char *desc = me->ourgame->new_desc(me->params, me->random,
639 &aux, TRUE);
c380832d 640 state = me->ourgame->new_game(me, me->params, desc);
1185e3c5 641 sfree(desc);
6f2d8d7c 642 if (aux)
643 me->ourgame->free_aux_info(aux);
2ef96bd6 644 } else
28d0118c 645 state = me->states[0].state;
2ef96bd6 646
be8d5aa1 647 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 648
813593cc 649 {
650 int i;
651
652 /*
653 * Allow environment-based overrides for the standard
654 * colours by defining variables along the lines of
655 * `NET_COLOUR_4=6000c0'.
656 */
657
658 for (i = 0; i < *ncolours; i++) {
659 char buf[80], *e;
660 unsigned int r, g, b;
661 int j;
662
663 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
664 for (j = 0; buf[j]; j++)
665 buf[j] = toupper((unsigned char)buf[j]);
666 if ((e = getenv(buf)) != NULL &&
667 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
668 ret[i*3 + 0] = r / 255.0;
669 ret[i*3 + 1] = g / 255.0;
670 ret[i*3 + 2] = b / 255.0;
671 }
672 }
673 }
674
2ef96bd6 675 if (me->nstates == 0)
be8d5aa1 676 me->ourgame->free_game(state);
2ef96bd6 677
678 return ret;
679}
eb2ad6f1 680
681int midend_num_presets(midend_data *me)
682{
683 if (!me->npresets) {
684 char *name;
685 game_params *preset;
686
be8d5aa1 687 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 688 if (me->presetsize <= me->npresets) {
689 me->presetsize = me->npresets + 10;
690 me->presets = sresize(me->presets, me->presetsize,
691 game_params *);
692 me->preset_names = sresize(me->preset_names, me->presetsize,
693 char *);
694 }
695
696 me->presets[me->npresets] = preset;
697 me->preset_names[me->npresets] = name;
698 me->npresets++;
699 }
700 }
701
813593cc 702 {
703 /*
704 * Allow environment-based extensions to the preset list by
705 * defining a variable along the lines of `SOLO_PRESETS=2x3
706 * Advanced:2x3da'. Colon-separated list of items,
707 * alternating between textual titles in the menu and
708 * encoded parameter strings.
709 */
710 char buf[80], *e, *p;
711 int j;
712
713 sprintf(buf, "%s_PRESETS", me->ourgame->name);
714 for (j = 0; buf[j]; j++)
715 buf[j] = toupper((unsigned char)buf[j]);
716
717 if ((e = getenv(buf)) != NULL) {
718 p = e = dupstr(e);
719
720 while (*p) {
721 char *name, *val;
722 game_params *preset;
723
724 name = p;
725 while (*p && *p != ':') p++;
726 if (*p) *p++ = '\0';
727 val = p;
728 while (*p && *p != ':') p++;
729 if (*p) *p++ = '\0';
730
731 preset = me->ourgame->default_params();
732 me->ourgame->decode_params(preset, val);
733
239ba6e6 734 if (me->ourgame->validate_params(preset)) {
735 /* Drop this one from the list. */
736 me->ourgame->free_params(preset);
737 continue;
738 }
739
813593cc 740 if (me->presetsize <= me->npresets) {
741 me->presetsize = me->npresets + 10;
742 me->presets = sresize(me->presets, me->presetsize,
743 game_params *);
744 me->preset_names = sresize(me->preset_names,
745 me->presetsize, char *);
746 }
747
748 me->presets[me->npresets] = preset;
749 me->preset_names[me->npresets] = name;
750 me->npresets++;
751 }
752 }
753 }
754
eb2ad6f1 755 return me->npresets;
756}
757
758void midend_fetch_preset(midend_data *me, int n,
759 char **name, game_params **params)
760{
761 assert(n >= 0 && n < me->npresets);
762 *name = me->preset_names[n];
763 *params = me->presets[n];
764}
fd1a1a2b 765
766int midend_wants_statusbar(midend_data *me)
767{
be8d5aa1 768 return me->ourgame->wants_statusbar();
fd1a1a2b 769}
c8230524 770
0a6892db 771void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc)
c380832d 772{
773 sfree(me->desc);
0a6892db 774 sfree(me->privdesc);
c380832d 775 me->desc = dupstr(desc);
0a6892db 776 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
c380832d 777}
778
5928817c 779config_item *midend_get_config(midend_data *me, int which, char **wintitle)
c8230524 780{
ab53eb64 781 char *titlebuf, *parstr, *rest;
5928817c 782 config_item *ret;
ab53eb64 783 char sep;
5928817c 784
ab53eb64 785 assert(wintitle);
be8d5aa1 786 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 787
788 switch (which) {
789 case CFG_SETTINGS:
be8d5aa1 790 sprintf(titlebuf, "%s configuration", me->ourgame->name);
ab53eb64 791 *wintitle = titlebuf;
be8d5aa1 792 return me->ourgame->configure(me->params);
5928817c 793 case CFG_SEED:
1185e3c5 794 case CFG_DESC:
ab53eb64 795 if (!me->curparams) {
796 sfree(titlebuf);
797 return NULL;
798 }
799 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1185e3c5 800 which == CFG_SEED ? "random" : "game");
ab53eb64 801 *wintitle = titlebuf;
5928817c 802
803 ret = snewn(2, config_item);
804
805 ret[0].type = C_STRING;
1185e3c5 806 if (which == CFG_SEED)
807 ret[0].name = "Game random seed";
808 else
809 ret[0].name = "Game ID";
5928817c 810 ret[0].ival = 0;
b0e26073 811 /*
1185e3c5 812 * For CFG_DESC the text going in here will be a string
813 * encoding of the restricted parameters, plus a colon,
814 * plus the game description. For CFG_SEED it will be the
815 * full parameters, plus a hash, plus the random seed data.
816 * Either of these is a valid full game ID (although only
817 * the former is likely to persist across many code
818 * changes).
b0e26073 819 */
f60f7e7c 820 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
ab53eb64 821 assert(parstr);
1185e3c5 822 if (which == CFG_DESC) {
ab53eb64 823 rest = me->desc ? me->desc : "";
824 sep = ':';
1185e3c5 825 } else {
ab53eb64 826 rest = me->seedstr ? me->seedstr : "";
827 sep = '#';
1185e3c5 828 }
ab53eb64 829 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
830 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
b0e26073 831 sfree(parstr);
5928817c 832
833 ret[1].type = C_END;
834 ret[1].name = ret[1].sval = NULL;
835 ret[1].ival = 0;
836
837 return ret;
838 }
839
840 assert(!"We shouldn't be here");
841 return NULL;
c8230524 842}
843
1185e3c5 844static char *midend_game_id_int(midend_data *me, char *id, int defmode)
8b7938e7 845{
1185e3c5 846 char *error, *par, *desc, *seed;
8b7938e7 847
1185e3c5 848 seed = strchr(id, '#');
849 desc = strchr(id, ':');
8b7938e7 850
1185e3c5 851 if (desc && (!seed || desc < seed)) {
852 /*
853 * We have a colon separating parameters from game
854 * description. So `par' now points to the parameters
855 * string, and `desc' to the description string.
856 */
857 *desc++ = '\0';
858 par = id;
859 seed = NULL;
860 } else if (seed && (!desc || seed < desc)) {
8b7938e7 861 /*
50ff5730 862 * We have a hash separating parameters from random seed.
1185e3c5 863 * So `par' now points to the parameters string, and `seed'
864 * to the seed string.
8b7938e7 865 */
866 *seed++ = '\0';
867 par = id;
1185e3c5 868 desc = NULL;
8b7938e7 869 } else {
870 /*
1185e3c5 871 * We only have one string. Depending on `defmode', we take
872 * it to be either parameters, seed or description.
8b7938e7 873 */
1185e3c5 874 if (defmode == DEF_SEED) {
8b7938e7 875 seed = id;
1185e3c5 876 par = desc = NULL;
877 } else if (defmode == DEF_DESC) {
878 desc = id;
879 par = seed = NULL;
8b7938e7 880 } else {
8b7938e7 881 par = id;
1185e3c5 882 seed = desc = NULL;
8b7938e7 883 }
884 }
885
886 if (par) {
1185e3c5 887 game_params *tmpparams;
888 tmpparams = me->ourgame->dup_params(me->params);
889 me->ourgame->decode_params(tmpparams, par);
890 error = me->ourgame->validate_params(tmpparams);
8b7938e7 891 if (error) {
1185e3c5 892 me->ourgame->free_params(tmpparams);
8b7938e7 893 return error;
894 }
f60f7e7c 895 if (me->curparams)
896 me->ourgame->free_params(me->curparams);
897 me->curparams = tmpparams;
1185e3c5 898
899 /*
900 * Now filter only the persistent parts of this state into
901 * the long-term params structure, unless we've _only_
902 * received a params string in which case the whole lot is
903 * persistent.
904 */
905 if (seed || desc) {
906 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
907 me->ourgame->decode_params(me->params, tmpstr);
3af70dd4 908 sfree(tmpstr);
1185e3c5 909 } else {
910 me->ourgame->free_params(me->params);
911 me->params = me->ourgame->dup_params(tmpparams);
912 }
8b7938e7 913 }
914
3af70dd4 915 sfree(me->desc);
0a6892db 916 sfree(me->privdesc);
917 me->desc = me->privdesc = NULL;
3af70dd4 918 sfree(me->seedstr);
919 me->seedstr = NULL;
920
1185e3c5 921 if (desc) {
922 error = me->ourgame->validate_desc(me->params, desc);
8b7938e7 923 if (error)
924 return error;
925
1185e3c5 926 me->desc = dupstr(desc);
927 me->genmode = GOT_DESC;
6f2d8d7c 928 if (me->aux_info)
929 me->ourgame->free_aux_info(me->aux_info);
930 me->aux_info = NULL;
8b7938e7 931 }
932
1185e3c5 933 if (seed) {
1185e3c5 934 me->seedstr = dupstr(seed);
935 me->genmode = GOT_SEED;
936 }
937
8b7938e7 938 return NULL;
939}
940
1185e3c5 941char *midend_game_id(midend_data *me, char *id)
942{
943 return midend_game_id_int(me, id, DEF_PARAMS);
944}
945
5928817c 946char *midend_set_config(midend_data *me, int which, config_item *cfg)
c8230524 947{
8b7938e7 948 char *error;
c8230524 949 game_params *params;
950
5928817c 951 switch (which) {
952 case CFG_SETTINGS:
be8d5aa1 953 params = me->ourgame->custom_params(cfg);
954 error = me->ourgame->validate_params(params);
c8230524 955
5928817c 956 if (error) {
be8d5aa1 957 me->ourgame->free_params(params);
5928817c 958 return error;
959 }
c8230524 960
be8d5aa1 961 me->ourgame->free_params(me->params);
5928817c 962 me->params = params;
963 break;
964
965 case CFG_SEED:
1185e3c5 966 case CFG_DESC:
967 error = midend_game_id_int(me, cfg[0].sval,
968 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
5928817c 969 if (error)
970 return error;
5928817c 971 break;
972 }
c8230524 973
974 return NULL;
975}
9b4b03d3 976
977char *midend_text_format(midend_data *me)
978{
979 if (me->ourgame->can_format_as_text && me->statepos > 0)
28d0118c 980 return me->ourgame->text_format(me->states[me->statepos-1].state);
9b4b03d3 981 else
982 return NULL;
983}
2ac6d24e 984
985char *midend_solve(midend_data *me)
986{
987 game_state *s;
df11cd4e 988 char *msg, *movestr;
2ac6d24e 989
990 if (!me->ourgame->can_solve)
991 return "This game does not support the Solve operation";
992
993 if (me->statepos < 1)
994 return "No game set up to solve"; /* _shouldn't_ happen! */
995
996 msg = "Solve operation failed"; /* game _should_ overwrite on error */
df11cd4e 997 movestr = me->ourgame->solve(me->states[0].state,
998 me->states[me->statepos-1].state,
999 me->aux_info, &msg);
1000 if (!movestr)
2ac6d24e 1001 return msg;
df11cd4e 1002 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
1003 assert(s);
1004 sfree(movestr);
2ac6d24e 1005
1006 /*
28d0118c 1007 * Now enter the solved state as the next move.
2ac6d24e 1008 */
1009 midend_stop_anim(me);
1010 while (me->nstates > me->statepos)
28d0118c 1011 me->ourgame->free_game(me->states[--me->nstates].state);
2ac6d24e 1012 ensure(me);
28d0118c 1013 me->states[me->nstates].state = s;
1014 me->states[me->nstates].special = TRUE; /* created using solve */
2ac6d24e 1015 me->statepos = ++me->nstates;
07dfb697 1016 if (me->ui)
1017 me->ourgame->changed_state(me->ui,
1018 me->states[me->statepos-2].state,
1019 me->states[me->statepos-1].state);
2ac6d24e 1020 me->anim_time = 0.0;
1021 midend_finish_move(me);
1022 midend_redraw(me);
48dcdd62 1023 midend_set_timer(me);
2ac6d24e 1024 return NULL;
1025}
48dcdd62 1026
1027char *midend_rewrite_statusbar(midend_data *me, char *text)
1028{
1029 /*
1030 * An important special case is that we are occasionally called
1031 * with our own laststatus, to update the timer.
1032 */
1033 if (me->laststatus != text) {
1034 sfree(me->laststatus);
1035 me->laststatus = dupstr(text);
1036 }
1037
1038 if (me->ourgame->is_timed) {
1039 char timebuf[100], *ret;
1040 int min, sec;
1041
1042 sec = me->elapsed;
1043 min = sec / 60;
1044 sec %= 60;
1045 sprintf(timebuf, "[%d:%02d] ", min, sec);
1046
1047 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1048 strcpy(ret, timebuf);
1049 strcat(ret, text);
1050 return ret;
1051
1052 } else {
1053 return dupstr(text);
1054 }
1055}