Chris's patch to stop Mines depending on char being signed.
[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));
6aa6af4c 181 me->desc = me->ourgame->new_desc(me->curparams, rs,
182 &me->aux_info, TRUE);
1185e3c5 183 random_free(rs);
1185e3c5 184 }
7f77ea24 185
186 ensure(me);
c380832d 187 me->states[me->nstates].state =
188 me->ourgame->new_game(me, me->params, me->desc);
28d0118c 189 me->states[me->nstates].special = TRUE;
190 me->nstates++;
7f77ea24 191 me->statepos = 1;
28d0118c 192 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
48dcdd62 193 me->elapsed = 0.0F;
194 midend_set_timer(me);
74a4e547 195 if (me->ui)
be8d5aa1 196 me->ourgame->free_ui(me->ui);
28d0118c 197 me->ui = me->ourgame->new_ui(me->states[0].state);
6776a950 198 me->pressed_mouse_button = 0;
7f77ea24 199}
200
1482ee76 201static int midend_undo(midend_data *me)
7f77ea24 202{
1482ee76 203 if (me->statepos > 1) {
7f77ea24 204 me->statepos--;
c822de4a 205 me->dir = -1;
1482ee76 206 return 1;
207 } else
208 return 0;
7f77ea24 209}
210
1482ee76 211static int midend_redo(midend_data *me)
7f77ea24 212{
1482ee76 213 if (me->statepos < me->nstates) {
7f77ea24 214 me->statepos++;
c822de4a 215 me->dir = +1;
1482ee76 216 return 1;
217 } else
218 return 0;
7f77ea24 219}
220
87ed82be 221static void midend_finish_move(midend_data *me)
222{
223 float flashtime;
224
28d0118c 225 /*
226 * We do not flash if the later of the two states is special.
227 * This covers both forward Solve moves and backward (undone)
228 * Restart moves.
229 */
230 if ((me->oldstate || me->statepos > 1) &&
231 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
232 (me->dir < 0 && me->statepos < me->nstates &&
233 !me->states[me->statepos].special))) {
be8d5aa1 234 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
28d0118c 235 me->states[me->statepos-2].state,
236 me->states[me->statepos-1].state,
e3f21163 237 me->oldstate ? me->dir : +1,
238 me->ui);
87ed82be 239 if (flashtime > 0) {
240 me->flash_pos = 0.0F;
241 me->flash_time = flashtime;
242 }
243 }
244
245 if (me->oldstate)
be8d5aa1 246 me->ourgame->free_game(me->oldstate);
87ed82be 247 me->oldstate = NULL;
248 me->anim_pos = me->anim_time = 0;
c822de4a 249 me->dir = 0;
87ed82be 250
48dcdd62 251 midend_set_timer(me);
87ed82be 252}
253
dd216087 254static void midend_stop_anim(midend_data *me)
7f77ea24 255{
2ef96bd6 256 if (me->oldstate || me->anim_time) {
87ed82be 257 midend_finish_move(me);
2ef96bd6 258 midend_redraw(me);
259 }
dd216087 260}
261
28d0118c 262void midend_restart_game(midend_data *me)
263{
264 game_state *s;
265
7f89707c 266 midend_stop_anim(me);
267
28d0118c 268 assert(me->statepos >= 1);
269 if (me->statepos == 1)
270 return; /* no point doing anything at all! */
271
272 s = me->ourgame->dup_game(me->states[0].state);
273
274 /*
275 * Now enter the restarted state as the next move.
276 */
277 midend_stop_anim(me);
278 while (me->nstates > me->statepos)
279 me->ourgame->free_game(me->states[--me->nstates].state);
280 ensure(me);
281 me->states[me->nstates].state = s;
282 me->states[me->nstates].special = TRUE; /* we just restarted */
283 me->statepos = ++me->nstates;
284 me->anim_time = 0.0;
285 midend_finish_move(me);
286 midend_redraw(me);
48dcdd62 287 midend_set_timer(me);
28d0118c 288}
289
6776a950 290static int midend_really_process_key(midend_data *me, int x, int y, int button)
dd216087 291{
28d0118c 292 game_state *oldstate =
293 me->ourgame->dup_game(me->states[me->statepos - 1].state);
294 int special = FALSE, gotspecial = FALSE;
dd216087 295 float anim_time;
7f77ea24 296
297 if (button == 'n' || button == 'N' || button == '\x0E') {
dd216087 298 midend_stop_anim(me);
5928817c 299 midend_new_game(me);
2ef96bd6 300 midend_redraw(me);
301 return 1; /* never animate */
7f77ea24 302 } else if (button == 'u' || button == 'u' ||
1482ee76 303 button == '\x1A' || button == '\x1F') {
dd216087 304 midend_stop_anim(me);
28d0118c 305 special = me->states[me->statepos-1].special;
306 gotspecial = TRUE;
1482ee76 307 if (!midend_undo(me))
308 return 1;
7f89707c 309 } else if (button == 'r' || button == 'R' ||
310 button == '\x12') {
dd216087 311 midend_stop_anim(me);
1482ee76 312 if (!midend_redo(me))
313 return 1;
7f77ea24 314 } else if (button == 'q' || button == 'Q' || button == '\x11') {
be8d5aa1 315 me->ourgame->free_game(oldstate);
2ef96bd6 316 return 0;
317 } else {
28d0118c 318 game_state *s =
319 me->ourgame->make_move(me->states[me->statepos-1].state,
320 me->ui, x, y, button);
74a4e547 321
28d0118c 322 if (s == me->states[me->statepos-1].state) {
74a4e547 323 /*
324 * make_move() is allowed to return its input state to
325 * indicate that although no move has been made, the UI
326 * state has been updated and a redraw is called for.
327 */
328 midend_redraw(me);
329 return 1;
330 } else if (s) {
dd216087 331 midend_stop_anim(me);
2ef96bd6 332 while (me->nstates > me->statepos)
28d0118c 333 me->ourgame->free_game(me->states[--me->nstates].state);
2ef96bd6 334 ensure(me);
28d0118c 335 me->states[me->nstates].state = s;
336 me->states[me->nstates].special = FALSE; /* normal move */
2ef96bd6 337 me->statepos = ++me->nstates;
c822de4a 338 me->dir = +1;
2ef96bd6 339 } else {
be8d5aa1 340 me->ourgame->free_game(oldstate);
2ef96bd6 341 return 1;
342 }
7f77ea24 343 }
344
28d0118c 345 if (!gotspecial)
346 special = me->states[me->statepos-1].special;
347
2ef96bd6 348 /*
349 * See if this move requires an animation.
350 */
28d0118c 351 if (special) {
352 anim_time = 0;
353 } else {
354 anim_time = me->ourgame->anim_length(oldstate,
355 me->states[me->statepos-1].state,
e3f21163 356 me->dir, me->ui);
28d0118c 357 }
2ef96bd6 358
87ed82be 359 me->oldstate = oldstate;
2ef96bd6 360 if (anim_time > 0) {
2ef96bd6 361 me->anim_time = anim_time;
362 } else {
2ef96bd6 363 me->anim_time = 0.0;
87ed82be 364 midend_finish_move(me);
7f77ea24 365 }
2ef96bd6 366 me->anim_pos = 0.0;
367
368 midend_redraw(me);
369
48dcdd62 370 midend_set_timer(me);
7f77ea24 371
372 return 1;
373}
2ef96bd6 374
6776a950 375int midend_process_key(midend_data *me, int x, int y, int button)
376{
377 int ret = 1;
378
379 /*
380 * Harmonise mouse drag and release messages.
381 *
382 * Some front ends might accidentally switch from sending, say,
383 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
384 * drag. (This can happen on the Mac, for example, since
385 * RIGHT_DRAG is usually done using Command+drag, and if the
386 * user accidentally releases Command half way through the drag
387 * then there will be trouble.)
388 *
389 * It would be an O(number of front ends) annoyance to fix this
390 * in the front ends, but an O(number of back ends) annoyance
391 * to have each game capable of dealing with it. Therefore, we
392 * fix it _here_ in the common midend code so that it only has
393 * to be done once.
394 *
eeba2afe 395 * The possible ways in which things can go screwy in the front
396 * end are:
6776a950 397 *
eeba2afe 398 * - in a system containing multiple physical buttons button
399 * presses can inadvertently overlap. We can see ABab (caps
400 * meaning button-down and lowercase meaning button-up) when
401 * the user had semantically intended AaBb.
6776a950 402 *
eeba2afe 403 * - in a system where one button is simulated by means of a
404 * modifier key and another button, buttons can mutate
405 * between press and release (possibly during drag). So we
406 * can see Ab instead of Aa.
6776a950 407 *
eeba2afe 408 * Definite requirements are:
409 *
410 * - button _presses_ must never be invented or destroyed. If
411 * the user presses two buttons in succession, the button
412 * presses must be transferred to the backend unchanged. So
413 * if we see AaBb , that's fine; if we see ABab (the button
414 * presses inadvertently overlapped) we must somehow
415 * `correct' it to AaBb.
416 *
417 * - every mouse action must end up looking like a press, zero
418 * or more drags, then a release. This allows back ends to
419 * make the _assumption_ that incoming mouse data will be
420 * sane in this regard, and not worry about the details.
421 *
422 * So my policy will be:
423 *
424 * - treat any button-up as a button-up for the currently
425 * pressed button, or ignore it if there is no currently
426 * pressed button.
427 *
428 * - treat any drag as a drag for the currently pressed
429 * button, or ignore it if there is no currently pressed
430 * button.
431 *
432 * - if we see a button-down while another button is currently
433 * pressed, invent a button-up for the first one and then
434 * pass the button-down through as before.
6776a950 435 *
6776a950 436 */
437 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 438 if (me->pressed_mouse_button) {
439 if (IS_MOUSE_DRAG(button)) {
440 button = me->pressed_mouse_button +
441 (LEFT_DRAG - LEFT_BUTTON);
442 } else {
443 button = me->pressed_mouse_button +
444 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 445 }
eeba2afe 446 } else
447 return ret; /* ignore it */
6776a950 448 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
449 /*
450 * Fabricate a button-up for the previously pressed button.
451 */
452 ret = ret && midend_really_process_key
453 (me, x, y, (me->pressed_mouse_button +
454 (LEFT_RELEASE - LEFT_BUTTON)));
455 }
456
457 /*
458 * Now send on the event we originally received.
459 */
460 ret = ret && midend_really_process_key(me, x, y, button);
461
462 /*
463 * And update the currently pressed button.
464 */
465 if (IS_MOUSE_RELEASE(button))
466 me->pressed_mouse_button = 0;
467 else if (IS_MOUSE_DOWN(button))
468 me->pressed_mouse_button = button;
469
470 return ret;
471}
472
2ef96bd6 473void midend_redraw(midend_data *me)
474{
475 if (me->statepos > 0 && me->drawstate) {
476 start_draw(me->frontend);
477 if (me->oldstate && me->anim_time > 0 &&
478 me->anim_pos < me->anim_time) {
c822de4a 479 assert(me->dir != 0);
be8d5aa1 480 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
28d0118c 481 me->states[me->statepos-1].state, me->dir,
be8d5aa1 482 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 483 } else {
be8d5aa1 484 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
28d0118c 485 me->states[me->statepos-1].state, +1 /*shrug*/,
be8d5aa1 486 me->ui, 0.0, me->flash_pos);
2ef96bd6 487 }
488 end_draw(me->frontend);
489 }
490}
491
492void midend_timer(midend_data *me, float tplus)
493{
494 me->anim_pos += tplus;
495 if (me->anim_pos >= me->anim_time ||
496 me->anim_time == 0 || !me->oldstate) {
87ed82be 497 if (me->anim_time > 0)
498 midend_finish_move(me);
499 }
48dcdd62 500
87ed82be 501 me->flash_pos += tplus;
502 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
503 me->flash_pos = me->flash_time = 0;
2ef96bd6 504 }
48dcdd62 505
2ef96bd6 506 midend_redraw(me);
48dcdd62 507
508 if (me->timing) {
509 float oldelapsed = me->elapsed;
510 me->elapsed += tplus;
511 if ((int)oldelapsed != (int)me->elapsed)
512 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
513 }
514
515 midend_set_timer(me);
2ef96bd6 516}
517
518float *midend_colours(midend_data *me, int *ncolours)
519{
520 game_state *state = NULL;
521 float *ret;
522
523 if (me->nstates == 0) {
6f2d8d7c 524 game_aux_info *aux = NULL;
6aa6af4c 525 char *desc = me->ourgame->new_desc(me->params, me->random,
526 &aux, TRUE);
c380832d 527 state = me->ourgame->new_game(me, me->params, desc);
1185e3c5 528 sfree(desc);
6f2d8d7c 529 if (aux)
530 me->ourgame->free_aux_info(aux);
2ef96bd6 531 } else
28d0118c 532 state = me->states[0].state;
2ef96bd6 533
be8d5aa1 534 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 535
813593cc 536 {
537 int i;
538
539 /*
540 * Allow environment-based overrides for the standard
541 * colours by defining variables along the lines of
542 * `NET_COLOUR_4=6000c0'.
543 */
544
545 for (i = 0; i < *ncolours; i++) {
546 char buf[80], *e;
547 unsigned int r, g, b;
548 int j;
549
550 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
551 for (j = 0; buf[j]; j++)
552 buf[j] = toupper((unsigned char)buf[j]);
553 if ((e = getenv(buf)) != NULL &&
554 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
555 ret[i*3 + 0] = r / 255.0;
556 ret[i*3 + 1] = g / 255.0;
557 ret[i*3 + 2] = b / 255.0;
558 }
559 }
560 }
561
2ef96bd6 562 if (me->nstates == 0)
be8d5aa1 563 me->ourgame->free_game(state);
2ef96bd6 564
565 return ret;
566}
eb2ad6f1 567
568int midend_num_presets(midend_data *me)
569{
570 if (!me->npresets) {
571 char *name;
572 game_params *preset;
573
be8d5aa1 574 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 575 if (me->presetsize <= me->npresets) {
576 me->presetsize = me->npresets + 10;
577 me->presets = sresize(me->presets, me->presetsize,
578 game_params *);
579 me->preset_names = sresize(me->preset_names, me->presetsize,
580 char *);
581 }
582
583 me->presets[me->npresets] = preset;
584 me->preset_names[me->npresets] = name;
585 me->npresets++;
586 }
587 }
588
813593cc 589 {
590 /*
591 * Allow environment-based extensions to the preset list by
592 * defining a variable along the lines of `SOLO_PRESETS=2x3
593 * Advanced:2x3da'. Colon-separated list of items,
594 * alternating between textual titles in the menu and
595 * encoded parameter strings.
596 */
597 char buf[80], *e, *p;
598 int j;
599
600 sprintf(buf, "%s_PRESETS", me->ourgame->name);
601 for (j = 0; buf[j]; j++)
602 buf[j] = toupper((unsigned char)buf[j]);
603
604 if ((e = getenv(buf)) != NULL) {
605 p = e = dupstr(e);
606
607 while (*p) {
608 char *name, *val;
609 game_params *preset;
610
611 name = p;
612 while (*p && *p != ':') p++;
613 if (*p) *p++ = '\0';
614 val = p;
615 while (*p && *p != ':') p++;
616 if (*p) *p++ = '\0';
617
618 preset = me->ourgame->default_params();
619 me->ourgame->decode_params(preset, val);
620
239ba6e6 621 if (me->ourgame->validate_params(preset)) {
622 /* Drop this one from the list. */
623 me->ourgame->free_params(preset);
624 continue;
625 }
626
813593cc 627 if (me->presetsize <= me->npresets) {
628 me->presetsize = me->npresets + 10;
629 me->presets = sresize(me->presets, me->presetsize,
630 game_params *);
631 me->preset_names = sresize(me->preset_names,
632 me->presetsize, char *);
633 }
634
635 me->presets[me->npresets] = preset;
636 me->preset_names[me->npresets] = name;
637 me->npresets++;
638 }
639 }
640 }
641
eb2ad6f1 642 return me->npresets;
643}
644
645void midend_fetch_preset(midend_data *me, int n,
646 char **name, game_params **params)
647{
648 assert(n >= 0 && n < me->npresets);
649 *name = me->preset_names[n];
650 *params = me->presets[n];
651}
fd1a1a2b 652
653int midend_wants_statusbar(midend_data *me)
654{
be8d5aa1 655 return me->ourgame->wants_statusbar();
fd1a1a2b 656}
c8230524 657
c380832d 658void midend_supersede_game_desc(midend_data *me, char *desc)
659{
660 sfree(me->desc);
661 me->desc = dupstr(desc);
662}
663
5928817c 664config_item *midend_get_config(midend_data *me, int which, char **wintitle)
c8230524 665{
b0e26073 666 char *titlebuf, *parstr;
5928817c 667 config_item *ret;
668
be8d5aa1 669 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 670
671 switch (which) {
672 case CFG_SETTINGS:
be8d5aa1 673 sprintf(titlebuf, "%s configuration", me->ourgame->name);
5928817c 674 *wintitle = dupstr(titlebuf);
be8d5aa1 675 return me->ourgame->configure(me->params);
5928817c 676 case CFG_SEED:
1185e3c5 677 case CFG_DESC:
678 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
679 which == CFG_SEED ? "random" : "game");
5928817c 680 *wintitle = dupstr(titlebuf);
681
682 ret = snewn(2, config_item);
683
684 ret[0].type = C_STRING;
1185e3c5 685 if (which == CFG_SEED)
686 ret[0].name = "Game random seed";
687 else
688 ret[0].name = "Game ID";
5928817c 689 ret[0].ival = 0;
b0e26073 690 /*
1185e3c5 691 * For CFG_DESC the text going in here will be a string
692 * encoding of the restricted parameters, plus a colon,
693 * plus the game description. For CFG_SEED it will be the
694 * full parameters, plus a hash, plus the random seed data.
695 * Either of these is a valid full game ID (although only
696 * the former is likely to persist across many code
697 * changes).
b0e26073 698 */
f60f7e7c 699 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1185e3c5 700 if (which == CFG_DESC) {
701 ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
702 sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
703 } else if (me->seedstr) {
704 ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
705 sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
706 } else {
707 /*
708 * If the current game was not randomly generated, the
709 * best we can do is to give a template for typing a
710 * new seed in.
711 */
712 ret[0].sval = snewn(strlen(parstr) + 2, char);
713 sprintf(ret[0].sval, "%s#", parstr);
714 }
b0e26073 715 sfree(parstr);
5928817c 716
717 ret[1].type = C_END;
718 ret[1].name = ret[1].sval = NULL;
719 ret[1].ival = 0;
720
721 return ret;
722 }
723
724 assert(!"We shouldn't be here");
725 return NULL;
c8230524 726}
727
1185e3c5 728static char *midend_game_id_int(midend_data *me, char *id, int defmode)
8b7938e7 729{
1185e3c5 730 char *error, *par, *desc, *seed;
8b7938e7 731
1185e3c5 732 seed = strchr(id, '#');
733 desc = strchr(id, ':');
8b7938e7 734
1185e3c5 735 if (desc && (!seed || desc < seed)) {
736 /*
737 * We have a colon separating parameters from game
738 * description. So `par' now points to the parameters
739 * string, and `desc' to the description string.
740 */
741 *desc++ = '\0';
742 par = id;
743 seed = NULL;
744 } else if (seed && (!desc || seed < desc)) {
8b7938e7 745 /*
50ff5730 746 * We have a hash separating parameters from random seed.
1185e3c5 747 * So `par' now points to the parameters string, and `seed'
748 * to the seed string.
8b7938e7 749 */
750 *seed++ = '\0';
751 par = id;
1185e3c5 752 desc = NULL;
8b7938e7 753 } else {
754 /*
1185e3c5 755 * We only have one string. Depending on `defmode', we take
756 * it to be either parameters, seed or description.
8b7938e7 757 */
1185e3c5 758 if (defmode == DEF_SEED) {
8b7938e7 759 seed = id;
1185e3c5 760 par = desc = NULL;
761 } else if (defmode == DEF_DESC) {
762 desc = id;
763 par = seed = NULL;
8b7938e7 764 } else {
8b7938e7 765 par = id;
1185e3c5 766 seed = desc = NULL;
8b7938e7 767 }
768 }
769
770 if (par) {
1185e3c5 771 game_params *tmpparams;
772 tmpparams = me->ourgame->dup_params(me->params);
773 me->ourgame->decode_params(tmpparams, par);
774 error = me->ourgame->validate_params(tmpparams);
8b7938e7 775 if (error) {
1185e3c5 776 me->ourgame->free_params(tmpparams);
8b7938e7 777 return error;
778 }
f60f7e7c 779 if (me->curparams)
780 me->ourgame->free_params(me->curparams);
781 me->curparams = tmpparams;
1185e3c5 782
783 /*
784 * Now filter only the persistent parts of this state into
785 * the long-term params structure, unless we've _only_
786 * received a params string in which case the whole lot is
787 * persistent.
788 */
789 if (seed || desc) {
790 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
791 me->ourgame->decode_params(me->params, tmpstr);
3af70dd4 792 sfree(tmpstr);
1185e3c5 793 } else {
794 me->ourgame->free_params(me->params);
795 me->params = me->ourgame->dup_params(tmpparams);
796 }
8b7938e7 797 }
798
3af70dd4 799 sfree(me->desc);
800 me->desc = NULL;
801 sfree(me->seedstr);
802 me->seedstr = NULL;
803
1185e3c5 804 if (desc) {
805 error = me->ourgame->validate_desc(me->params, desc);
8b7938e7 806 if (error)
807 return error;
808
1185e3c5 809 me->desc = dupstr(desc);
810 me->genmode = GOT_DESC;
6f2d8d7c 811 if (me->aux_info)
812 me->ourgame->free_aux_info(me->aux_info);
813 me->aux_info = NULL;
8b7938e7 814 }
815
1185e3c5 816 if (seed) {
1185e3c5 817 me->seedstr = dupstr(seed);
818 me->genmode = GOT_SEED;
819 }
820
8b7938e7 821 return NULL;
822}
823
1185e3c5 824char *midend_game_id(midend_data *me, char *id)
825{
826 return midend_game_id_int(me, id, DEF_PARAMS);
827}
828
5928817c 829char *midend_set_config(midend_data *me, int which, config_item *cfg)
c8230524 830{
8b7938e7 831 char *error;
c8230524 832 game_params *params;
833
5928817c 834 switch (which) {
835 case CFG_SETTINGS:
be8d5aa1 836 params = me->ourgame->custom_params(cfg);
837 error = me->ourgame->validate_params(params);
c8230524 838
5928817c 839 if (error) {
be8d5aa1 840 me->ourgame->free_params(params);
5928817c 841 return error;
842 }
c8230524 843
be8d5aa1 844 me->ourgame->free_params(me->params);
5928817c 845 me->params = params;
846 break;
847
848 case CFG_SEED:
1185e3c5 849 case CFG_DESC:
850 error = midend_game_id_int(me, cfg[0].sval,
851 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
5928817c 852 if (error)
853 return error;
5928817c 854 break;
855 }
c8230524 856
857 return NULL;
858}
9b4b03d3 859
860char *midend_text_format(midend_data *me)
861{
862 if (me->ourgame->can_format_as_text && me->statepos > 0)
28d0118c 863 return me->ourgame->text_format(me->states[me->statepos-1].state);
9b4b03d3 864 else
865 return NULL;
866}
2ac6d24e 867
868char *midend_solve(midend_data *me)
869{
870 game_state *s;
871 char *msg;
872
873 if (!me->ourgame->can_solve)
874 return "This game does not support the Solve operation";
875
876 if (me->statepos < 1)
877 return "No game set up to solve"; /* _shouldn't_ happen! */
878
879 msg = "Solve operation failed"; /* game _should_ overwrite on error */
28d0118c 880 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
2ac6d24e 881 if (!s)
882 return msg;
883
884 /*
28d0118c 885 * Now enter the solved state as the next move.
2ac6d24e 886 */
887 midend_stop_anim(me);
888 while (me->nstates > me->statepos)
28d0118c 889 me->ourgame->free_game(me->states[--me->nstates].state);
2ac6d24e 890 ensure(me);
28d0118c 891 me->states[me->nstates].state = s;
892 me->states[me->nstates].special = TRUE; /* created using solve */
2ac6d24e 893 me->statepos = ++me->nstates;
894 me->anim_time = 0.0;
895 midend_finish_move(me);
896 midend_redraw(me);
48dcdd62 897 midend_set_timer(me);
2ac6d24e 898 return NULL;
899}
48dcdd62 900
901char *midend_rewrite_statusbar(midend_data *me, char *text)
902{
903 /*
904 * An important special case is that we are occasionally called
905 * with our own laststatus, to update the timer.
906 */
907 if (me->laststatus != text) {
908 sfree(me->laststatus);
909 me->laststatus = dupstr(text);
910 }
911
912 if (me->ourgame->is_timed) {
913 char timebuf[100], *ret;
914 int min, sec;
915
916 sec = me->elapsed;
917 min = sec / 60;
918 sec %= 60;
919 sprintf(timebuf, "[%d:%02d] ", min, sec);
920
921 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
922 strcpy(ret, timebuf);
923 strcat(ret, text);
924 return ret;
925
926 } else {
927 return dupstr(text);
928 }
929}