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 |
5 | * processes standard keystrokes for undo/redo/new/restart/quit. |
6 | */ |
7f77ea24 |
7 | |
8 | #include <stdio.h> |
5928817c |
9 | #include <string.h> |
7f77ea24 |
10 | #include <assert.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
1185e3c5 |
14 | enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ |
15 | |
7f77ea24 |
16 | struct midend_data { |
2ef96bd6 |
17 | frontend *frontend; |
48d70ca9 |
18 | random_state *random; |
be8d5aa1 |
19 | const game *ourgame; |
48d70ca9 |
20 | |
1185e3c5 |
21 | char *desc, *seedstr; |
6f2d8d7c |
22 | game_aux_info *aux_info; |
1185e3c5 |
23 | enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; |
7f77ea24 |
24 | int nstates, statesize, statepos; |
eb2ad6f1 |
25 | |
26 | game_params **presets; |
27 | char **preset_names; |
28 | int npresets, presetsize; |
29 | |
1185e3c5 |
30 | game_params *params, *tmpparams; |
7f77ea24 |
31 | game_state **states; |
2ef96bd6 |
32 | game_drawstate *drawstate; |
33 | game_state *oldstate; |
74a4e547 |
34 | game_ui *ui; |
2ef96bd6 |
35 | float anim_time, anim_pos; |
87ed82be |
36 | float flash_time, flash_pos; |
c822de4a |
37 | int dir; |
6776a950 |
38 | |
39 | int pressed_mouse_button; |
7f77ea24 |
40 | }; |
41 | |
42 | #define ensure(me) do { \ |
43 | if ((me)->nstates >= (me)->statesize) { \ |
44 | (me)->statesize = (me)->nstates + 128; \ |
45 | (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ |
46 | } \ |
47 | } while (0) |
48 | |
be8d5aa1 |
49 | midend_data *midend_new(frontend *fe, const game *ourgame) |
7f77ea24 |
50 | { |
51 | midend_data *me = snew(midend_data); |
cbb5549e |
52 | void *randseed; |
53 | int randseedsize; |
54 | |
55 | get_random_seed(&randseed, &randseedsize); |
7f77ea24 |
56 | |
48d70ca9 |
57 | me->frontend = fe; |
be8d5aa1 |
58 | me->ourgame = ourgame; |
48d70ca9 |
59 | me->random = random_init(randseed, randseedsize); |
7f77ea24 |
60 | me->nstates = me->statesize = me->statepos = 0; |
61 | me->states = NULL; |
be8d5aa1 |
62 | me->params = ourgame->default_params(); |
1185e3c5 |
63 | me->tmpparams = NULL; |
64 | me->desc = NULL; |
65 | me->seedstr = NULL; |
6f2d8d7c |
66 | me->aux_info = NULL; |
1185e3c5 |
67 | me->genmode = GOT_NOTHING; |
2ef96bd6 |
68 | me->drawstate = NULL; |
69 | me->oldstate = NULL; |
eb2ad6f1 |
70 | me->presets = NULL; |
71 | me->preset_names = NULL; |
72 | me->npresets = me->presetsize = 0; |
87ed82be |
73 | me->anim_time = me->anim_pos = 0.0F; |
74 | me->flash_time = me->flash_pos = 0.0F; |
c822de4a |
75 | me->dir = 0; |
74a4e547 |
76 | me->ui = NULL; |
6776a950 |
77 | me->pressed_mouse_button = 0; |
7f77ea24 |
78 | |
cbb5549e |
79 | sfree(randseed); |
80 | |
7f77ea24 |
81 | return me; |
82 | } |
83 | |
84 | void midend_free(midend_data *me) |
85 | { |
86 | sfree(me->states); |
1185e3c5 |
87 | sfree(me->desc); |
88 | sfree(me->seedstr); |
89 | random_free(me->random); |
6f2d8d7c |
90 | if (me->aux_info) |
91 | me->ourgame->free_aux_info(me->aux_info); |
be8d5aa1 |
92 | me->ourgame->free_params(me->params); |
1185e3c5 |
93 | if (me->tmpparams) |
94 | me->ourgame->free_params(me->tmpparams); |
7f77ea24 |
95 | sfree(me); |
96 | } |
97 | |
98 | void midend_size(midend_data *me, int *x, int *y) |
99 | { |
be8d5aa1 |
100 | me->ourgame->size(me->params, x, y); |
7f77ea24 |
101 | } |
102 | |
103 | void midend_set_params(midend_data *me, game_params *params) |
104 | { |
be8d5aa1 |
105 | me->ourgame->free_params(me->params); |
106 | me->params = me->ourgame->dup_params(params); |
7f77ea24 |
107 | } |
108 | |
5928817c |
109 | void midend_new_game(midend_data *me) |
7f77ea24 |
110 | { |
111 | while (me->nstates > 0) |
be8d5aa1 |
112 | me->ourgame->free_game(me->states[--me->nstates]); |
7f77ea24 |
113 | |
2ef96bd6 |
114 | if (me->drawstate) |
be8d5aa1 |
115 | me->ourgame->free_drawstate(me->drawstate); |
2ef96bd6 |
116 | |
7f77ea24 |
117 | assert(me->nstates == 0); |
118 | |
1185e3c5 |
119 | if (me->genmode == GOT_DESC) { |
120 | me->genmode = GOT_NOTHING; |
121 | } else { |
122 | random_state *rs; |
123 | |
124 | if (me->genmode == GOT_SEED) { |
125 | me->genmode = GOT_NOTHING; |
126 | } else { |
127 | /* |
128 | * Generate a new random seed. 15 digits comes to about |
129 | * 48 bits, which should be more than enough. |
130 | */ |
131 | char newseed[16]; |
132 | int i; |
133 | newseed[15] = '\0'; |
134 | for (i = 0; i < 15; i++) |
135 | newseed[i] = '0' + random_upto(me->random, 10); |
136 | sfree(me->seedstr); |
137 | me->seedstr = dupstr(newseed); |
138 | } |
139 | |
140 | sfree(me->desc); |
6f2d8d7c |
141 | if (me->aux_info) |
142 | me->ourgame->free_aux_info(me->aux_info); |
143 | me->aux_info = NULL; |
1185e3c5 |
144 | |
145 | rs = random_init(me->seedstr, strlen(me->seedstr)); |
146 | me->desc = me->ourgame->new_desc |
147 | (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info); |
148 | random_free(rs); |
149 | |
150 | if (me->tmpparams) { |
151 | me->ourgame->free_params(me->tmpparams); |
152 | me->tmpparams = NULL; |
153 | } |
154 | } |
7f77ea24 |
155 | |
156 | ensure(me); |
1185e3c5 |
157 | me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc); |
7f77ea24 |
158 | me->statepos = 1; |
be8d5aa1 |
159 | me->drawstate = me->ourgame->new_drawstate(me->states[0]); |
74a4e547 |
160 | if (me->ui) |
be8d5aa1 |
161 | me->ourgame->free_ui(me->ui); |
162 | me->ui = me->ourgame->new_ui(me->states[0]); |
6776a950 |
163 | me->pressed_mouse_button = 0; |
7f77ea24 |
164 | } |
165 | |
166 | void midend_restart_game(midend_data *me) |
167 | { |
168 | while (me->nstates > 1) |
be8d5aa1 |
169 | me->ourgame->free_game(me->states[--me->nstates]); |
7f77ea24 |
170 | me->statepos = me->nstates; |
be8d5aa1 |
171 | me->ourgame->free_ui(me->ui); |
172 | me->ui = me->ourgame->new_ui(me->states[0]); |
7f77ea24 |
173 | } |
174 | |
1482ee76 |
175 | static int midend_undo(midend_data *me) |
7f77ea24 |
176 | { |
1482ee76 |
177 | if (me->statepos > 1) { |
7f77ea24 |
178 | me->statepos--; |
c822de4a |
179 | me->dir = -1; |
1482ee76 |
180 | return 1; |
181 | } else |
182 | return 0; |
7f77ea24 |
183 | } |
184 | |
1482ee76 |
185 | static int midend_redo(midend_data *me) |
7f77ea24 |
186 | { |
1482ee76 |
187 | if (me->statepos < me->nstates) { |
7f77ea24 |
188 | me->statepos++; |
c822de4a |
189 | me->dir = +1; |
1482ee76 |
190 | return 1; |
191 | } else |
192 | return 0; |
7f77ea24 |
193 | } |
194 | |
87ed82be |
195 | static void midend_finish_move(midend_data *me) |
196 | { |
197 | float flashtime; |
198 | |
199 | if (me->oldstate || me->statepos > 1) { |
be8d5aa1 |
200 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
201 | me->states[me->statepos-2], |
202 | me->states[me->statepos-1], |
203 | me->oldstate ? me->dir : +1); |
87ed82be |
204 | if (flashtime > 0) { |
205 | me->flash_pos = 0.0F; |
206 | me->flash_time = flashtime; |
207 | } |
208 | } |
209 | |
210 | if (me->oldstate) |
be8d5aa1 |
211 | me->ourgame->free_game(me->oldstate); |
87ed82be |
212 | me->oldstate = NULL; |
213 | me->anim_pos = me->anim_time = 0; |
c822de4a |
214 | me->dir = 0; |
87ed82be |
215 | |
216 | if (me->flash_time == 0 && me->anim_time == 0) |
217 | deactivate_timer(me->frontend); |
218 | else |
219 | activate_timer(me->frontend); |
220 | } |
221 | |
dd216087 |
222 | static void midend_stop_anim(midend_data *me) |
7f77ea24 |
223 | { |
2ef96bd6 |
224 | if (me->oldstate || me->anim_time) { |
87ed82be |
225 | midend_finish_move(me); |
2ef96bd6 |
226 | midend_redraw(me); |
227 | } |
dd216087 |
228 | } |
229 | |
6776a950 |
230 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
dd216087 |
231 | { |
be8d5aa1 |
232 | game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]); |
dd216087 |
233 | float anim_time; |
7f77ea24 |
234 | |
235 | if (button == 'n' || button == 'N' || button == '\x0E') { |
dd216087 |
236 | midend_stop_anim(me); |
5928817c |
237 | midend_new_game(me); |
2ef96bd6 |
238 | midend_redraw(me); |
239 | return 1; /* never animate */ |
7f77ea24 |
240 | } else if (button == 'r' || button == 'R') { |
dd216087 |
241 | midend_stop_anim(me); |
7f77ea24 |
242 | midend_restart_game(me); |
2ef96bd6 |
243 | midend_redraw(me); |
244 | return 1; /* never animate */ |
7f77ea24 |
245 | } else if (button == 'u' || button == 'u' || |
1482ee76 |
246 | button == '\x1A' || button == '\x1F') { |
dd216087 |
247 | midend_stop_anim(me); |
1482ee76 |
248 | if (!midend_undo(me)) |
249 | return 1; |
7f77ea24 |
250 | } else if (button == '\x12') { |
dd216087 |
251 | midend_stop_anim(me); |
1482ee76 |
252 | if (!midend_redo(me)) |
253 | return 1; |
7f77ea24 |
254 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
be8d5aa1 |
255 | me->ourgame->free_game(oldstate); |
2ef96bd6 |
256 | return 0; |
257 | } else { |
be8d5aa1 |
258 | game_state *s = me->ourgame->make_move(me->states[me->statepos-1], |
259 | me->ui, x, y, button); |
74a4e547 |
260 | |
261 | if (s == me->states[me->statepos-1]) { |
262 | /* |
263 | * make_move() is allowed to return its input state to |
264 | * indicate that although no move has been made, the UI |
265 | * state has been updated and a redraw is called for. |
266 | */ |
267 | midend_redraw(me); |
268 | return 1; |
269 | } else if (s) { |
dd216087 |
270 | midend_stop_anim(me); |
2ef96bd6 |
271 | while (me->nstates > me->statepos) |
be8d5aa1 |
272 | me->ourgame->free_game(me->states[--me->nstates]); |
2ef96bd6 |
273 | ensure(me); |
274 | me->states[me->nstates] = s; |
275 | me->statepos = ++me->nstates; |
c822de4a |
276 | me->dir = +1; |
2ef96bd6 |
277 | } else { |
be8d5aa1 |
278 | me->ourgame->free_game(oldstate); |
2ef96bd6 |
279 | return 1; |
280 | } |
7f77ea24 |
281 | } |
282 | |
2ef96bd6 |
283 | /* |
284 | * See if this move requires an animation. |
285 | */ |
be8d5aa1 |
286 | anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], |
287 | me->dir); |
2ef96bd6 |
288 | |
87ed82be |
289 | me->oldstate = oldstate; |
2ef96bd6 |
290 | if (anim_time > 0) { |
2ef96bd6 |
291 | me->anim_time = anim_time; |
292 | } else { |
2ef96bd6 |
293 | me->anim_time = 0.0; |
87ed82be |
294 | midend_finish_move(me); |
7f77ea24 |
295 | } |
2ef96bd6 |
296 | me->anim_pos = 0.0; |
297 | |
298 | midend_redraw(me); |
299 | |
300 | activate_timer(me->frontend); |
7f77ea24 |
301 | |
302 | return 1; |
303 | } |
2ef96bd6 |
304 | |
6776a950 |
305 | int midend_process_key(midend_data *me, int x, int y, int button) |
306 | { |
307 | int ret = 1; |
308 | |
309 | /* |
310 | * Harmonise mouse drag and release messages. |
311 | * |
312 | * Some front ends might accidentally switch from sending, say, |
313 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
314 | * drag. (This can happen on the Mac, for example, since |
315 | * RIGHT_DRAG is usually done using Command+drag, and if the |
316 | * user accidentally releases Command half way through the drag |
317 | * then there will be trouble.) |
318 | * |
319 | * It would be an O(number of front ends) annoyance to fix this |
320 | * in the front ends, but an O(number of back ends) annoyance |
321 | * to have each game capable of dealing with it. Therefore, we |
322 | * fix it _here_ in the common midend code so that it only has |
323 | * to be done once. |
324 | * |
eeba2afe |
325 | * The possible ways in which things can go screwy in the front |
326 | * end are: |
6776a950 |
327 | * |
eeba2afe |
328 | * - in a system containing multiple physical buttons button |
329 | * presses can inadvertently overlap. We can see ABab (caps |
330 | * meaning button-down and lowercase meaning button-up) when |
331 | * the user had semantically intended AaBb. |
6776a950 |
332 | * |
eeba2afe |
333 | * - in a system where one button is simulated by means of a |
334 | * modifier key and another button, buttons can mutate |
335 | * between press and release (possibly during drag). So we |
336 | * can see Ab instead of Aa. |
6776a950 |
337 | * |
eeba2afe |
338 | * Definite requirements are: |
339 | * |
340 | * - button _presses_ must never be invented or destroyed. If |
341 | * the user presses two buttons in succession, the button |
342 | * presses must be transferred to the backend unchanged. So |
343 | * if we see AaBb , that's fine; if we see ABab (the button |
344 | * presses inadvertently overlapped) we must somehow |
345 | * `correct' it to AaBb. |
346 | * |
347 | * - every mouse action must end up looking like a press, zero |
348 | * or more drags, then a release. This allows back ends to |
349 | * make the _assumption_ that incoming mouse data will be |
350 | * sane in this regard, and not worry about the details. |
351 | * |
352 | * So my policy will be: |
353 | * |
354 | * - treat any button-up as a button-up for the currently |
355 | * pressed button, or ignore it if there is no currently |
356 | * pressed button. |
357 | * |
358 | * - treat any drag as a drag for the currently pressed |
359 | * button, or ignore it if there is no currently pressed |
360 | * button. |
361 | * |
362 | * - if we see a button-down while another button is currently |
363 | * pressed, invent a button-up for the first one and then |
364 | * pass the button-down through as before. |
6776a950 |
365 | * |
6776a950 |
366 | */ |
367 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
eeba2afe |
368 | if (me->pressed_mouse_button) { |
369 | if (IS_MOUSE_DRAG(button)) { |
370 | button = me->pressed_mouse_button + |
371 | (LEFT_DRAG - LEFT_BUTTON); |
372 | } else { |
373 | button = me->pressed_mouse_button + |
374 | (LEFT_RELEASE - LEFT_BUTTON); |
6776a950 |
375 | } |
eeba2afe |
376 | } else |
377 | return ret; /* ignore it */ |
6776a950 |
378 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
379 | /* |
380 | * Fabricate a button-up for the previously pressed button. |
381 | */ |
382 | ret = ret && midend_really_process_key |
383 | (me, x, y, (me->pressed_mouse_button + |
384 | (LEFT_RELEASE - LEFT_BUTTON))); |
385 | } |
386 | |
387 | /* |
388 | * Now send on the event we originally received. |
389 | */ |
390 | ret = ret && midend_really_process_key(me, x, y, button); |
391 | |
392 | /* |
393 | * And update the currently pressed button. |
394 | */ |
395 | if (IS_MOUSE_RELEASE(button)) |
396 | me->pressed_mouse_button = 0; |
397 | else if (IS_MOUSE_DOWN(button)) |
398 | me->pressed_mouse_button = button; |
399 | |
400 | return ret; |
401 | } |
402 | |
2ef96bd6 |
403 | void midend_redraw(midend_data *me) |
404 | { |
405 | if (me->statepos > 0 && me->drawstate) { |
406 | start_draw(me->frontend); |
407 | if (me->oldstate && me->anim_time > 0 && |
408 | me->anim_pos < me->anim_time) { |
c822de4a |
409 | assert(me->dir != 0); |
be8d5aa1 |
410 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
411 | me->states[me->statepos-1], me->dir, |
412 | me->ui, me->anim_pos, me->flash_pos); |
2ef96bd6 |
413 | } else { |
be8d5aa1 |
414 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
415 | me->states[me->statepos-1], +1 /*shrug*/, |
416 | me->ui, 0.0, me->flash_pos); |
2ef96bd6 |
417 | } |
418 | end_draw(me->frontend); |
419 | } |
420 | } |
421 | |
422 | void midend_timer(midend_data *me, float tplus) |
423 | { |
424 | me->anim_pos += tplus; |
425 | if (me->anim_pos >= me->anim_time || |
426 | me->anim_time == 0 || !me->oldstate) { |
87ed82be |
427 | if (me->anim_time > 0) |
428 | midend_finish_move(me); |
429 | } |
430 | me->flash_pos += tplus; |
431 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
432 | me->flash_pos = me->flash_time = 0; |
2ef96bd6 |
433 | } |
87ed82be |
434 | if (me->flash_time == 0 && me->anim_time == 0) |
435 | deactivate_timer(me->frontend); |
2ef96bd6 |
436 | midend_redraw(me); |
437 | } |
438 | |
439 | float *midend_colours(midend_data *me, int *ncolours) |
440 | { |
441 | game_state *state = NULL; |
442 | float *ret; |
443 | |
444 | if (me->nstates == 0) { |
6f2d8d7c |
445 | game_aux_info *aux = NULL; |
1185e3c5 |
446 | char *desc = me->ourgame->new_desc(me->params, me->random, &aux); |
447 | state = me->ourgame->new_game(me->params, desc); |
448 | sfree(desc); |
6f2d8d7c |
449 | if (aux) |
450 | me->ourgame->free_aux_info(aux); |
2ef96bd6 |
451 | } else |
452 | state = me->states[0]; |
453 | |
be8d5aa1 |
454 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
2ef96bd6 |
455 | |
456 | if (me->nstates == 0) |
be8d5aa1 |
457 | me->ourgame->free_game(state); |
2ef96bd6 |
458 | |
459 | return ret; |
460 | } |
eb2ad6f1 |
461 | |
462 | int midend_num_presets(midend_data *me) |
463 | { |
464 | if (!me->npresets) { |
465 | char *name; |
466 | game_params *preset; |
467 | |
be8d5aa1 |
468 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
eb2ad6f1 |
469 | if (me->presetsize <= me->npresets) { |
470 | me->presetsize = me->npresets + 10; |
471 | me->presets = sresize(me->presets, me->presetsize, |
472 | game_params *); |
473 | me->preset_names = sresize(me->preset_names, me->presetsize, |
474 | char *); |
475 | } |
476 | |
477 | me->presets[me->npresets] = preset; |
478 | me->preset_names[me->npresets] = name; |
479 | me->npresets++; |
480 | } |
481 | } |
482 | |
483 | return me->npresets; |
484 | } |
485 | |
486 | void midend_fetch_preset(midend_data *me, int n, |
487 | char **name, game_params **params) |
488 | { |
489 | assert(n >= 0 && n < me->npresets); |
490 | *name = me->preset_names[n]; |
491 | *params = me->presets[n]; |
492 | } |
fd1a1a2b |
493 | |
494 | int midend_wants_statusbar(midend_data *me) |
495 | { |
be8d5aa1 |
496 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
497 | } |
c8230524 |
498 | |
5928817c |
499 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
c8230524 |
500 | { |
b0e26073 |
501 | char *titlebuf, *parstr; |
5928817c |
502 | config_item *ret; |
503 | |
be8d5aa1 |
504 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
5928817c |
505 | |
506 | switch (which) { |
507 | case CFG_SETTINGS: |
be8d5aa1 |
508 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
5928817c |
509 | *wintitle = dupstr(titlebuf); |
be8d5aa1 |
510 | return me->ourgame->configure(me->params); |
5928817c |
511 | case CFG_SEED: |
1185e3c5 |
512 | case CFG_DESC: |
513 | sprintf(titlebuf, "%s %s selection", me->ourgame->name, |
514 | which == CFG_SEED ? "random" : "game"); |
5928817c |
515 | *wintitle = dupstr(titlebuf); |
516 | |
517 | ret = snewn(2, config_item); |
518 | |
519 | ret[0].type = C_STRING; |
1185e3c5 |
520 | if (which == CFG_SEED) |
521 | ret[0].name = "Game random seed"; |
522 | else |
523 | ret[0].name = "Game ID"; |
5928817c |
524 | ret[0].ival = 0; |
b0e26073 |
525 | /* |
1185e3c5 |
526 | * For CFG_DESC the text going in here will be a string |
527 | * encoding of the restricted parameters, plus a colon, |
528 | * plus the game description. For CFG_SEED it will be the |
529 | * full parameters, plus a hash, plus the random seed data. |
530 | * Either of these is a valid full game ID (although only |
531 | * the former is likely to persist across many code |
532 | * changes). |
b0e26073 |
533 | */ |
1185e3c5 |
534 | parstr = me->ourgame->encode_params(me->params, which == CFG_SEED); |
535 | if (which == CFG_DESC) { |
536 | ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char); |
537 | sprintf(ret[0].sval, "%s:%s", parstr, me->desc); |
538 | } else if (me->seedstr) { |
539 | ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char); |
540 | sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr); |
541 | } else { |
542 | /* |
543 | * If the current game was not randomly generated, the |
544 | * best we can do is to give a template for typing a |
545 | * new seed in. |
546 | */ |
547 | ret[0].sval = snewn(strlen(parstr) + 2, char); |
548 | sprintf(ret[0].sval, "%s#", parstr); |
549 | } |
b0e26073 |
550 | sfree(parstr); |
5928817c |
551 | |
552 | ret[1].type = C_END; |
553 | ret[1].name = ret[1].sval = NULL; |
554 | ret[1].ival = 0; |
555 | |
556 | return ret; |
557 | } |
558 | |
559 | assert(!"We shouldn't be here"); |
560 | return NULL; |
c8230524 |
561 | } |
562 | |
1185e3c5 |
563 | static char *midend_game_id_int(midend_data *me, char *id, int defmode) |
8b7938e7 |
564 | { |
1185e3c5 |
565 | char *error, *par, *desc, *seed; |
8b7938e7 |
566 | |
1185e3c5 |
567 | seed = strchr(id, '#'); |
568 | desc = strchr(id, ':'); |
8b7938e7 |
569 | |
1185e3c5 |
570 | if (desc && (!seed || desc < seed)) { |
571 | /* |
572 | * We have a colon separating parameters from game |
573 | * description. So `par' now points to the parameters |
574 | * string, and `desc' to the description string. |
575 | */ |
576 | *desc++ = '\0'; |
577 | par = id; |
578 | seed = NULL; |
579 | } else if (seed && (!desc || seed < desc)) { |
8b7938e7 |
580 | /* |
1185e3c5 |
581 | * We have a colon separating parameters from random seed. |
582 | * So `par' now points to the parameters string, and `seed' |
583 | * to the seed string. |
8b7938e7 |
584 | */ |
585 | *seed++ = '\0'; |
586 | par = id; |
1185e3c5 |
587 | desc = NULL; |
8b7938e7 |
588 | } else { |
589 | /* |
1185e3c5 |
590 | * We only have one string. Depending on `defmode', we take |
591 | * it to be either parameters, seed or description. |
8b7938e7 |
592 | */ |
1185e3c5 |
593 | if (defmode == DEF_SEED) { |
8b7938e7 |
594 | seed = id; |
1185e3c5 |
595 | par = desc = NULL; |
596 | } else if (defmode == DEF_DESC) { |
597 | desc = id; |
598 | par = seed = NULL; |
8b7938e7 |
599 | } else { |
8b7938e7 |
600 | par = id; |
1185e3c5 |
601 | seed = desc = NULL; |
8b7938e7 |
602 | } |
603 | } |
604 | |
605 | if (par) { |
1185e3c5 |
606 | game_params *tmpparams; |
607 | tmpparams = me->ourgame->dup_params(me->params); |
608 | me->ourgame->decode_params(tmpparams, par); |
609 | error = me->ourgame->validate_params(tmpparams); |
8b7938e7 |
610 | if (error) { |
1185e3c5 |
611 | me->ourgame->free_params(tmpparams); |
8b7938e7 |
612 | return error; |
613 | } |
1185e3c5 |
614 | if (me->tmpparams) |
615 | me->ourgame->free_params(me->tmpparams); |
616 | me->tmpparams = tmpparams; |
617 | |
618 | /* |
619 | * Now filter only the persistent parts of this state into |
620 | * the long-term params structure, unless we've _only_ |
621 | * received a params string in which case the whole lot is |
622 | * persistent. |
623 | */ |
624 | if (seed || desc) { |
625 | char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); |
626 | me->ourgame->decode_params(me->params, tmpstr); |
627 | } else { |
628 | me->ourgame->free_params(me->params); |
629 | me->params = me->ourgame->dup_params(tmpparams); |
630 | } |
8b7938e7 |
631 | } |
632 | |
1185e3c5 |
633 | if (desc) { |
634 | error = me->ourgame->validate_desc(me->params, desc); |
8b7938e7 |
635 | if (error) |
636 | return error; |
637 | |
1185e3c5 |
638 | sfree(me->desc); |
639 | me->desc = dupstr(desc); |
640 | me->genmode = GOT_DESC; |
6f2d8d7c |
641 | if (me->aux_info) |
642 | me->ourgame->free_aux_info(me->aux_info); |
643 | me->aux_info = NULL; |
8b7938e7 |
644 | } |
645 | |
1185e3c5 |
646 | if (seed) { |
647 | sfree(me->seedstr); |
648 | me->seedstr = dupstr(seed); |
649 | me->genmode = GOT_SEED; |
650 | } |
651 | |
8b7938e7 |
652 | return NULL; |
653 | } |
654 | |
1185e3c5 |
655 | char *midend_game_id(midend_data *me, char *id) |
656 | { |
657 | return midend_game_id_int(me, id, DEF_PARAMS); |
658 | } |
659 | |
5928817c |
660 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
c8230524 |
661 | { |
8b7938e7 |
662 | char *error; |
c8230524 |
663 | game_params *params; |
664 | |
5928817c |
665 | switch (which) { |
666 | case CFG_SETTINGS: |
be8d5aa1 |
667 | params = me->ourgame->custom_params(cfg); |
668 | error = me->ourgame->validate_params(params); |
c8230524 |
669 | |
5928817c |
670 | if (error) { |
be8d5aa1 |
671 | me->ourgame->free_params(params); |
5928817c |
672 | return error; |
673 | } |
c8230524 |
674 | |
be8d5aa1 |
675 | me->ourgame->free_params(me->params); |
5928817c |
676 | me->params = params; |
677 | break; |
678 | |
679 | case CFG_SEED: |
1185e3c5 |
680 | case CFG_DESC: |
681 | error = midend_game_id_int(me, cfg[0].sval, |
682 | (which == CFG_SEED ? DEF_SEED : DEF_DESC)); |
5928817c |
683 | if (error) |
684 | return error; |
5928817c |
685 | break; |
686 | } |
c8230524 |
687 | |
688 | return NULL; |
689 | } |
9b4b03d3 |
690 | |
691 | char *midend_text_format(midend_data *me) |
692 | { |
693 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
694 | return me->ourgame->text_format(me->states[me->statepos-1]); |
695 | else |
696 | return NULL; |
697 | } |
2ac6d24e |
698 | |
699 | char *midend_solve(midend_data *me) |
700 | { |
701 | game_state *s; |
702 | char *msg; |
703 | |
704 | if (!me->ourgame->can_solve) |
705 | return "This game does not support the Solve operation"; |
706 | |
707 | if (me->statepos < 1) |
708 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
709 | |
710 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
711 | s = me->ourgame->solve(me->states[0], me->aux_info, &msg); |
712 | if (!s) |
713 | return msg; |
714 | |
715 | /* |
716 | * Now enter the solved state as the next move.~|~ |
717 | */ |
718 | midend_stop_anim(me); |
719 | while (me->nstates > me->statepos) |
720 | me->ourgame->free_game(me->states[--me->nstates]); |
721 | ensure(me); |
722 | me->states[me->nstates] = s; |
723 | me->statepos = ++me->nstates; |
724 | me->anim_time = 0.0; |
725 | midend_finish_move(me); |
726 | midend_redraw(me); |
727 | activate_timer(me->frontend); |
728 | return NULL; |
729 | } |