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