Small UI bug: LEFT_RELEASEs were being thrown away completely if
[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
ab53eb64 99static void midend_free_game(midend_data *me)
100{
101 while (me->nstates > 0)
102 me->ourgame->free_game(me->states[--me->nstates].state);
103
104 if (me->drawstate)
105 me->ourgame->free_drawstate(me->drawstate);
106}
107
7f77ea24 108void midend_free(midend_data *me)
109{
ab53eb64 110 int i;
111
112 midend_free_game(me);
113
114 random_free(me->random);
7f77ea24 115 sfree(me->states);
1185e3c5 116 sfree(me->desc);
117 sfree(me->seedstr);
6f2d8d7c 118 if (me->aux_info)
119 me->ourgame->free_aux_info(me->aux_info);
be8d5aa1 120 me->ourgame->free_params(me->params);
ab53eb64 121 if (me->npresets) {
122 for (i = 0; i < me->npresets; i++) {
123 sfree(me->presets[i]);
124 sfree(me->preset_names[i]);
125 }
126 sfree(me->presets);
127 sfree(me->preset_names);
128 }
129 if (me->ui)
130 me->ourgame->free_ui(me->ui);
f60f7e7c 131 if (me->curparams)
132 me->ourgame->free_params(me->curparams);
48dcdd62 133 sfree(me->laststatus);
7f77ea24 134 sfree(me);
135}
136
137void midend_size(midend_data *me, int *x, int *y)
138{
be8d5aa1 139 me->ourgame->size(me->params, x, y);
7f77ea24 140}
141
142void midend_set_params(midend_data *me, game_params *params)
143{
be8d5aa1 144 me->ourgame->free_params(me->params);
145 me->params = me->ourgame->dup_params(params);
7f77ea24 146}
147
48dcdd62 148static void midend_set_timer(midend_data *me)
149{
150 me->timing = (me->ourgame->is_timed &&
151 me->ourgame->timing_state(me->states[me->statepos-1].state));
152 if (me->timing || me->flash_time || me->anim_time)
153 activate_timer(me->frontend);
154 else
155 deactivate_timer(me->frontend);
156}
157
008b4378 158void midend_force_redraw(midend_data *me)
159{
160 if (me->drawstate)
161 me->ourgame->free_drawstate(me->drawstate);
162 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
163 midend_redraw(me);
164}
165
5928817c 166void midend_new_game(midend_data *me)
7f77ea24 167{
ab53eb64 168 midend_free_game(me);
2ef96bd6 169
7f77ea24 170 assert(me->nstates == 0);
171
1185e3c5 172 if (me->genmode == GOT_DESC) {
173 me->genmode = GOT_NOTHING;
174 } else {
175 random_state *rs;
176
177 if (me->genmode == GOT_SEED) {
178 me->genmode = GOT_NOTHING;
179 } else {
180 /*
181 * Generate a new random seed. 15 digits comes to about
182 * 48 bits, which should be more than enough.
97c44af3 183 *
184 * I'll avoid putting a leading zero on the number,
185 * just in case it confuses anybody who thinks it's
186 * processed as an integer rather than a string.
1185e3c5 187 */
188 char newseed[16];
189 int i;
190 newseed[15] = '\0';
97c44af3 191 newseed[0] = '1' + random_upto(me->random, 9);
192 for (i = 1; i < 15; i++)
1185e3c5 193 newseed[i] = '0' + random_upto(me->random, 10);
194 sfree(me->seedstr);
195 me->seedstr = dupstr(newseed);
f60f7e7c 196
197 if (me->curparams)
198 me->ourgame->free_params(me->curparams);
199 me->curparams = me->ourgame->dup_params(me->params);
1185e3c5 200 }
201
202 sfree(me->desc);
6f2d8d7c 203 if (me->aux_info)
204 me->ourgame->free_aux_info(me->aux_info);
205 me->aux_info = NULL;
1185e3c5 206
207 rs = random_init(me->seedstr, strlen(me->seedstr));
6aa6af4c 208 me->desc = me->ourgame->new_desc(me->curparams, rs,
209 &me->aux_info, TRUE);
1185e3c5 210 random_free(rs);
1185e3c5 211 }
7f77ea24 212
213 ensure(me);
c380832d 214 me->states[me->nstates].state =
215 me->ourgame->new_game(me, me->params, me->desc);
28d0118c 216 me->states[me->nstates].special = TRUE;
217 me->nstates++;
7f77ea24 218 me->statepos = 1;
28d0118c 219 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
48dcdd62 220 me->elapsed = 0.0F;
221 midend_set_timer(me);
74a4e547 222 if (me->ui)
be8d5aa1 223 me->ourgame->free_ui(me->ui);
28d0118c 224 me->ui = me->ourgame->new_ui(me->states[0].state);
6776a950 225 me->pressed_mouse_button = 0;
7f77ea24 226}
227
1482ee76 228static int midend_undo(midend_data *me)
7f77ea24 229{
1482ee76 230 if (me->statepos > 1) {
7f77ea24 231 me->statepos--;
c822de4a 232 me->dir = -1;
1482ee76 233 return 1;
234 } else
235 return 0;
7f77ea24 236}
237
1482ee76 238static int midend_redo(midend_data *me)
7f77ea24 239{
1482ee76 240 if (me->statepos < me->nstates) {
7f77ea24 241 me->statepos++;
c822de4a 242 me->dir = +1;
1482ee76 243 return 1;
244 } else
245 return 0;
7f77ea24 246}
247
87ed82be 248static void midend_finish_move(midend_data *me)
249{
250 float flashtime;
251
28d0118c 252 /*
253 * We do not flash if the later of the two states is special.
254 * This covers both forward Solve moves and backward (undone)
255 * Restart moves.
256 */
257 if ((me->oldstate || me->statepos > 1) &&
258 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
259 (me->dir < 0 && me->statepos < me->nstates &&
260 !me->states[me->statepos].special))) {
be8d5aa1 261 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
28d0118c 262 me->states[me->statepos-2].state,
263 me->states[me->statepos-1].state,
e3f21163 264 me->oldstate ? me->dir : +1,
265 me->ui);
87ed82be 266 if (flashtime > 0) {
267 me->flash_pos = 0.0F;
268 me->flash_time = flashtime;
269 }
270 }
271
272 if (me->oldstate)
be8d5aa1 273 me->ourgame->free_game(me->oldstate);
87ed82be 274 me->oldstate = NULL;
275 me->anim_pos = me->anim_time = 0;
c822de4a 276 me->dir = 0;
87ed82be 277
48dcdd62 278 midend_set_timer(me);
87ed82be 279}
280
ab53eb64 281void midend_stop_anim(midend_data *me)
7f77ea24 282{
2ef96bd6 283 if (me->oldstate || me->anim_time) {
87ed82be 284 midend_finish_move(me);
2ef96bd6 285 midend_redraw(me);
286 }
dd216087 287}
288
28d0118c 289void midend_restart_game(midend_data *me)
290{
291 game_state *s;
292
7f89707c 293 midend_stop_anim(me);
294
28d0118c 295 assert(me->statepos >= 1);
296 if (me->statepos == 1)
297 return; /* no point doing anything at all! */
298
299 s = me->ourgame->dup_game(me->states[0].state);
300
301 /*
302 * Now enter the restarted state as the next move.
303 */
304 midend_stop_anim(me);
305 while (me->nstates > me->statepos)
306 me->ourgame->free_game(me->states[--me->nstates].state);
307 ensure(me);
308 me->states[me->nstates].state = s;
309 me->states[me->nstates].special = TRUE; /* we just restarted */
310 me->statepos = ++me->nstates;
311 me->anim_time = 0.0;
312 midend_finish_move(me);
313 midend_redraw(me);
48dcdd62 314 midend_set_timer(me);
28d0118c 315}
316
6776a950 317static int midend_really_process_key(midend_data *me, int x, int y, int button)
dd216087 318{
28d0118c 319 game_state *oldstate =
320 me->ourgame->dup_game(me->states[me->statepos - 1].state);
ab53eb64 321 int special = FALSE, gotspecial = FALSE, ret = 1;
dd216087 322 float anim_time;
7f77ea24 323
324 if (button == 'n' || button == 'N' || button == '\x0E') {
dd216087 325 midend_stop_anim(me);
5928817c 326 midend_new_game(me);
2ef96bd6 327 midend_redraw(me);
ab53eb64 328 goto done; /* never animate */
7f77ea24 329 } else if (button == 'u' || button == 'u' ||
1482ee76 330 button == '\x1A' || button == '\x1F') {
dd216087 331 midend_stop_anim(me);
28d0118c 332 special = me->states[me->statepos-1].special;
333 gotspecial = TRUE;
1482ee76 334 if (!midend_undo(me))
ab53eb64 335 goto done;
7f89707c 336 } else if (button == 'r' || button == 'R' ||
31ad8194 337 button == '\x12' || button == '\x19') {
dd216087 338 midend_stop_anim(me);
1482ee76 339 if (!midend_redo(me))
ab53eb64 340 goto done;
7f77ea24 341 } else if (button == 'q' || button == 'Q' || button == '\x11') {
ab53eb64 342 ret = 0;
343 goto done;
2ef96bd6 344 } else {
28d0118c 345 game_state *s =
346 me->ourgame->make_move(me->states[me->statepos-1].state,
c0361acd 347 me->ui, me->drawstate, x, y, button);
74a4e547 348
28d0118c 349 if (s == me->states[me->statepos-1].state) {
74a4e547 350 /*
351 * make_move() is allowed to return its input state to
352 * indicate that although no move has been made, the UI
353 * state has been updated and a redraw is called for.
354 */
355 midend_redraw(me);
ab53eb64 356 goto done;
74a4e547 357 } else if (s) {
dd216087 358 midend_stop_anim(me);
2ef96bd6 359 while (me->nstates > me->statepos)
28d0118c 360 me->ourgame->free_game(me->states[--me->nstates].state);
2ef96bd6 361 ensure(me);
28d0118c 362 me->states[me->nstates].state = s;
363 me->states[me->nstates].special = FALSE; /* normal move */
2ef96bd6 364 me->statepos = ++me->nstates;
c822de4a 365 me->dir = +1;
2ef96bd6 366 } else {
ab53eb64 367 goto done;
2ef96bd6 368 }
7f77ea24 369 }
370
28d0118c 371 if (!gotspecial)
372 special = me->states[me->statepos-1].special;
373
2ef96bd6 374 /*
375 * See if this move requires an animation.
376 */
28d0118c 377 if (special) {
378 anim_time = 0;
379 } else {
380 anim_time = me->ourgame->anim_length(oldstate,
381 me->states[me->statepos-1].state,
e3f21163 382 me->dir, me->ui);
28d0118c 383 }
2ef96bd6 384
ab53eb64 385 me->oldstate = oldstate; oldstate = NULL;
2ef96bd6 386 if (anim_time > 0) {
2ef96bd6 387 me->anim_time = anim_time;
388 } else {
2ef96bd6 389 me->anim_time = 0.0;
87ed82be 390 midend_finish_move(me);
7f77ea24 391 }
2ef96bd6 392 me->anim_pos = 0.0;
393
394 midend_redraw(me);
395
48dcdd62 396 midend_set_timer(me);
7f77ea24 397
ab53eb64 398 done:
399 if (oldstate) me->ourgame->free_game(oldstate);
400 return ret;
7f77ea24 401}
2ef96bd6 402
6776a950 403int midend_process_key(midend_data *me, int x, int y, int button)
404{
405 int ret = 1;
406
407 /*
408 * Harmonise mouse drag and release messages.
409 *
410 * Some front ends might accidentally switch from sending, say,
411 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
412 * drag. (This can happen on the Mac, for example, since
413 * RIGHT_DRAG is usually done using Command+drag, and if the
414 * user accidentally releases Command half way through the drag
415 * then there will be trouble.)
416 *
417 * It would be an O(number of front ends) annoyance to fix this
418 * in the front ends, but an O(number of back ends) annoyance
419 * to have each game capable of dealing with it. Therefore, we
420 * fix it _here_ in the common midend code so that it only has
421 * to be done once.
422 *
eeba2afe 423 * The possible ways in which things can go screwy in the front
424 * end are:
6776a950 425 *
eeba2afe 426 * - in a system containing multiple physical buttons button
427 * presses can inadvertently overlap. We can see ABab (caps
428 * meaning button-down and lowercase meaning button-up) when
429 * the user had semantically intended AaBb.
6776a950 430 *
eeba2afe 431 * - in a system where one button is simulated by means of a
432 * modifier key and another button, buttons can mutate
433 * between press and release (possibly during drag). So we
434 * can see Ab instead of Aa.
6776a950 435 *
eeba2afe 436 * Definite requirements are:
437 *
438 * - button _presses_ must never be invented or destroyed. If
439 * the user presses two buttons in succession, the button
440 * presses must be transferred to the backend unchanged. So
441 * if we see AaBb , that's fine; if we see ABab (the button
442 * presses inadvertently overlapped) we must somehow
443 * `correct' it to AaBb.
444 *
445 * - every mouse action must end up looking like a press, zero
446 * or more drags, then a release. This allows back ends to
447 * make the _assumption_ that incoming mouse data will be
448 * sane in this regard, and not worry about the details.
449 *
450 * So my policy will be:
451 *
452 * - treat any button-up as a button-up for the currently
453 * pressed button, or ignore it if there is no currently
454 * pressed button.
455 *
456 * - treat any drag as a drag for the currently pressed
457 * button, or ignore it if there is no currently pressed
458 * button.
459 *
460 * - if we see a button-down while another button is currently
461 * pressed, invent a button-up for the first one and then
462 * pass the button-down through as before.
6776a950 463 *
93b1da3d 464 * 2005-05-31: An addendum to the above. Some games might want
465 * a `priority order' among buttons, such that if one button is
466 * pressed while another is down then a fixed one of the
467 * buttons takes priority no matter what order they're pressed
468 * in. Mines, in particular, wants to treat a left+right click
469 * like a left click for the benefit of users of other
470 * implementations. So the last of the above points is modified
471 * in the presence of an (optional) button priority order.
6776a950 472 */
473 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 474 if (me->pressed_mouse_button) {
475 if (IS_MOUSE_DRAG(button)) {
476 button = me->pressed_mouse_button +
477 (LEFT_DRAG - LEFT_BUTTON);
478 } else {
479 button = me->pressed_mouse_button +
480 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 481 }
eeba2afe 482 } else
483 return ret; /* ignore it */
6776a950 484 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
93b1da3d 485 /*
486 * If the new button has lower priority than the old one,
487 * don't bother doing this.
488 */
489 if (me->ourgame->mouse_priorities &
490 BUTTON_BEATS(me->pressed_mouse_button, button))
491 return ret; /* just ignore it */
492
6776a950 493 /*
494 * Fabricate a button-up for the previously pressed button.
495 */
496 ret = ret && midend_really_process_key
497 (me, x, y, (me->pressed_mouse_button +
498 (LEFT_RELEASE - LEFT_BUTTON)));
499 }
500
501 /*
502 * Now send on the event we originally received.
503 */
504 ret = ret && midend_really_process_key(me, x, y, button);
505
506 /*
507 * And update the currently pressed button.
508 */
509 if (IS_MOUSE_RELEASE(button))
510 me->pressed_mouse_button = 0;
511 else if (IS_MOUSE_DOWN(button))
512 me->pressed_mouse_button = button;
513
514 return ret;
515}
516
2ef96bd6 517void midend_redraw(midend_data *me)
518{
519 if (me->statepos > 0 && me->drawstate) {
520 start_draw(me->frontend);
521 if (me->oldstate && me->anim_time > 0 &&
522 me->anim_pos < me->anim_time) {
c822de4a 523 assert(me->dir != 0);
be8d5aa1 524 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
28d0118c 525 me->states[me->statepos-1].state, me->dir,
be8d5aa1 526 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 527 } else {
be8d5aa1 528 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
28d0118c 529 me->states[me->statepos-1].state, +1 /*shrug*/,
be8d5aa1 530 me->ui, 0.0, me->flash_pos);
2ef96bd6 531 }
532 end_draw(me->frontend);
533 }
534}
535
536void midend_timer(midend_data *me, float tplus)
537{
538 me->anim_pos += tplus;
539 if (me->anim_pos >= me->anim_time ||
540 me->anim_time == 0 || !me->oldstate) {
87ed82be 541 if (me->anim_time > 0)
542 midend_finish_move(me);
543 }
48dcdd62 544
87ed82be 545 me->flash_pos += tplus;
546 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
547 me->flash_pos = me->flash_time = 0;
2ef96bd6 548 }
48dcdd62 549
2ef96bd6 550 midend_redraw(me);
48dcdd62 551
552 if (me->timing) {
553 float oldelapsed = me->elapsed;
554 me->elapsed += tplus;
555 if ((int)oldelapsed != (int)me->elapsed)
556 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
557 }
558
559 midend_set_timer(me);
2ef96bd6 560}
561
562float *midend_colours(midend_data *me, int *ncolours)
563{
564 game_state *state = NULL;
565 float *ret;
566
567 if (me->nstates == 0) {
6f2d8d7c 568 game_aux_info *aux = NULL;
6aa6af4c 569 char *desc = me->ourgame->new_desc(me->params, me->random,
570 &aux, TRUE);
c380832d 571 state = me->ourgame->new_game(me, me->params, desc);
1185e3c5 572 sfree(desc);
6f2d8d7c 573 if (aux)
574 me->ourgame->free_aux_info(aux);
2ef96bd6 575 } else
28d0118c 576 state = me->states[0].state;
2ef96bd6 577
be8d5aa1 578 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 579
813593cc 580 {
581 int i;
582
583 /*
584 * Allow environment-based overrides for the standard
585 * colours by defining variables along the lines of
586 * `NET_COLOUR_4=6000c0'.
587 */
588
589 for (i = 0; i < *ncolours; i++) {
590 char buf[80], *e;
591 unsigned int r, g, b;
592 int j;
593
594 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
595 for (j = 0; buf[j]; j++)
596 buf[j] = toupper((unsigned char)buf[j]);
597 if ((e = getenv(buf)) != NULL &&
598 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
599 ret[i*3 + 0] = r / 255.0;
600 ret[i*3 + 1] = g / 255.0;
601 ret[i*3 + 2] = b / 255.0;
602 }
603 }
604 }
605
2ef96bd6 606 if (me->nstates == 0)
be8d5aa1 607 me->ourgame->free_game(state);
2ef96bd6 608
609 return ret;
610}
eb2ad6f1 611
612int midend_num_presets(midend_data *me)
613{
614 if (!me->npresets) {
615 char *name;
616 game_params *preset;
617
be8d5aa1 618 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 619 if (me->presetsize <= me->npresets) {
620 me->presetsize = me->npresets + 10;
621 me->presets = sresize(me->presets, me->presetsize,
622 game_params *);
623 me->preset_names = sresize(me->preset_names, me->presetsize,
624 char *);
625 }
626
627 me->presets[me->npresets] = preset;
628 me->preset_names[me->npresets] = name;
629 me->npresets++;
630 }
631 }
632
813593cc 633 {
634 /*
635 * Allow environment-based extensions to the preset list by
636 * defining a variable along the lines of `SOLO_PRESETS=2x3
637 * Advanced:2x3da'. Colon-separated list of items,
638 * alternating between textual titles in the menu and
639 * encoded parameter strings.
640 */
641 char buf[80], *e, *p;
642 int j;
643
644 sprintf(buf, "%s_PRESETS", me->ourgame->name);
645 for (j = 0; buf[j]; j++)
646 buf[j] = toupper((unsigned char)buf[j]);
647
648 if ((e = getenv(buf)) != NULL) {
649 p = e = dupstr(e);
650
651 while (*p) {
652 char *name, *val;
653 game_params *preset;
654
655 name = p;
656 while (*p && *p != ':') p++;
657 if (*p) *p++ = '\0';
658 val = p;
659 while (*p && *p != ':') p++;
660 if (*p) *p++ = '\0';
661
662 preset = me->ourgame->default_params();
663 me->ourgame->decode_params(preset, val);
664
239ba6e6 665 if (me->ourgame->validate_params(preset)) {
666 /* Drop this one from the list. */
667 me->ourgame->free_params(preset);
668 continue;
669 }
670
813593cc 671 if (me->presetsize <= me->npresets) {
672 me->presetsize = me->npresets + 10;
673 me->presets = sresize(me->presets, me->presetsize,
674 game_params *);
675 me->preset_names = sresize(me->preset_names,
676 me->presetsize, char *);
677 }
678
679 me->presets[me->npresets] = preset;
680 me->preset_names[me->npresets] = name;
681 me->npresets++;
682 }
683 }
684 }
685
eb2ad6f1 686 return me->npresets;
687}
688
689void midend_fetch_preset(midend_data *me, int n,
690 char **name, game_params **params)
691{
692 assert(n >= 0 && n < me->npresets);
693 *name = me->preset_names[n];
694 *params = me->presets[n];
695}
fd1a1a2b 696
697int midend_wants_statusbar(midend_data *me)
698{
be8d5aa1 699 return me->ourgame->wants_statusbar();
fd1a1a2b 700}
c8230524 701
c380832d 702void midend_supersede_game_desc(midend_data *me, char *desc)
703{
704 sfree(me->desc);
705 me->desc = dupstr(desc);
706}
707
5928817c 708config_item *midend_get_config(midend_data *me, int which, char **wintitle)
c8230524 709{
ab53eb64 710 char *titlebuf, *parstr, *rest;
5928817c 711 config_item *ret;
ab53eb64 712 char sep;
5928817c 713
ab53eb64 714 assert(wintitle);
be8d5aa1 715 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 716
717 switch (which) {
718 case CFG_SETTINGS:
be8d5aa1 719 sprintf(titlebuf, "%s configuration", me->ourgame->name);
ab53eb64 720 *wintitle = titlebuf;
be8d5aa1 721 return me->ourgame->configure(me->params);
5928817c 722 case CFG_SEED:
1185e3c5 723 case CFG_DESC:
ab53eb64 724 if (!me->curparams) {
725 sfree(titlebuf);
726 return NULL;
727 }
728 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1185e3c5 729 which == CFG_SEED ? "random" : "game");
ab53eb64 730 *wintitle = titlebuf;
5928817c 731
732 ret = snewn(2, config_item);
733
734 ret[0].type = C_STRING;
1185e3c5 735 if (which == CFG_SEED)
736 ret[0].name = "Game random seed";
737 else
738 ret[0].name = "Game ID";
5928817c 739 ret[0].ival = 0;
b0e26073 740 /*
1185e3c5 741 * For CFG_DESC the text going in here will be a string
742 * encoding of the restricted parameters, plus a colon,
743 * plus the game description. For CFG_SEED it will be the
744 * full parameters, plus a hash, plus the random seed data.
745 * Either of these is a valid full game ID (although only
746 * the former is likely to persist across many code
747 * changes).
b0e26073 748 */
f60f7e7c 749 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
ab53eb64 750 assert(parstr);
1185e3c5 751 if (which == CFG_DESC) {
ab53eb64 752 rest = me->desc ? me->desc : "";
753 sep = ':';
1185e3c5 754 } else {
ab53eb64 755 rest = me->seedstr ? me->seedstr : "";
756 sep = '#';
1185e3c5 757 }
ab53eb64 758 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
759 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
b0e26073 760 sfree(parstr);
5928817c 761
762 ret[1].type = C_END;
763 ret[1].name = ret[1].sval = NULL;
764 ret[1].ival = 0;
765
766 return ret;
767 }
768
769 assert(!"We shouldn't be here");
770 return NULL;
c8230524 771}
772
1185e3c5 773static char *midend_game_id_int(midend_data *me, char *id, int defmode)
8b7938e7 774{
1185e3c5 775 char *error, *par, *desc, *seed;
8b7938e7 776
1185e3c5 777 seed = strchr(id, '#');
778 desc = strchr(id, ':');
8b7938e7 779
1185e3c5 780 if (desc && (!seed || desc < seed)) {
781 /*
782 * We have a colon separating parameters from game
783 * description. So `par' now points to the parameters
784 * string, and `desc' to the description string.
785 */
786 *desc++ = '\0';
787 par = id;
788 seed = NULL;
789 } else if (seed && (!desc || seed < desc)) {
8b7938e7 790 /*
50ff5730 791 * We have a hash separating parameters from random seed.
1185e3c5 792 * So `par' now points to the parameters string, and `seed'
793 * to the seed string.
8b7938e7 794 */
795 *seed++ = '\0';
796 par = id;
1185e3c5 797 desc = NULL;
8b7938e7 798 } else {
799 /*
1185e3c5 800 * We only have one string. Depending on `defmode', we take
801 * it to be either parameters, seed or description.
8b7938e7 802 */
1185e3c5 803 if (defmode == DEF_SEED) {
8b7938e7 804 seed = id;
1185e3c5 805 par = desc = NULL;
806 } else if (defmode == DEF_DESC) {
807 desc = id;
808 par = seed = NULL;
8b7938e7 809 } else {
8b7938e7 810 par = id;
1185e3c5 811 seed = desc = NULL;
8b7938e7 812 }
813 }
814
815 if (par) {
1185e3c5 816 game_params *tmpparams;
817 tmpparams = me->ourgame->dup_params(me->params);
818 me->ourgame->decode_params(tmpparams, par);
819 error = me->ourgame->validate_params(tmpparams);
8b7938e7 820 if (error) {
1185e3c5 821 me->ourgame->free_params(tmpparams);
8b7938e7 822 return error;
823 }
f60f7e7c 824 if (me->curparams)
825 me->ourgame->free_params(me->curparams);
826 me->curparams = tmpparams;
1185e3c5 827
828 /*
829 * Now filter only the persistent parts of this state into
830 * the long-term params structure, unless we've _only_
831 * received a params string in which case the whole lot is
832 * persistent.
833 */
834 if (seed || desc) {
835 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
836 me->ourgame->decode_params(me->params, tmpstr);
3af70dd4 837 sfree(tmpstr);
1185e3c5 838 } else {
839 me->ourgame->free_params(me->params);
840 me->params = me->ourgame->dup_params(tmpparams);
841 }
8b7938e7 842 }
843
3af70dd4 844 sfree(me->desc);
845 me->desc = NULL;
846 sfree(me->seedstr);
847 me->seedstr = NULL;
848
1185e3c5 849 if (desc) {
850 error = me->ourgame->validate_desc(me->params, desc);
8b7938e7 851 if (error)
852 return error;
853
1185e3c5 854 me->desc = dupstr(desc);
855 me->genmode = GOT_DESC;
6f2d8d7c 856 if (me->aux_info)
857 me->ourgame->free_aux_info(me->aux_info);
858 me->aux_info = NULL;
8b7938e7 859 }
860
1185e3c5 861 if (seed) {
1185e3c5 862 me->seedstr = dupstr(seed);
863 me->genmode = GOT_SEED;
864 }
865
8b7938e7 866 return NULL;
867}
868
1185e3c5 869char *midend_game_id(midend_data *me, char *id)
870{
871 return midend_game_id_int(me, id, DEF_PARAMS);
872}
873
5928817c 874char *midend_set_config(midend_data *me, int which, config_item *cfg)
c8230524 875{
8b7938e7 876 char *error;
c8230524 877 game_params *params;
878
5928817c 879 switch (which) {
880 case CFG_SETTINGS:
be8d5aa1 881 params = me->ourgame->custom_params(cfg);
882 error = me->ourgame->validate_params(params);
c8230524 883
5928817c 884 if (error) {
be8d5aa1 885 me->ourgame->free_params(params);
5928817c 886 return error;
887 }
c8230524 888
be8d5aa1 889 me->ourgame->free_params(me->params);
5928817c 890 me->params = params;
891 break;
892
893 case CFG_SEED:
1185e3c5 894 case CFG_DESC:
895 error = midend_game_id_int(me, cfg[0].sval,
896 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
5928817c 897 if (error)
898 return error;
5928817c 899 break;
900 }
c8230524 901
902 return NULL;
903}
9b4b03d3 904
905char *midend_text_format(midend_data *me)
906{
907 if (me->ourgame->can_format_as_text && me->statepos > 0)
28d0118c 908 return me->ourgame->text_format(me->states[me->statepos-1].state);
9b4b03d3 909 else
910 return NULL;
911}
2ac6d24e 912
913char *midend_solve(midend_data *me)
914{
915 game_state *s;
916 char *msg;
917
918 if (!me->ourgame->can_solve)
919 return "This game does not support the Solve operation";
920
921 if (me->statepos < 1)
922 return "No game set up to solve"; /* _shouldn't_ happen! */
923
924 msg = "Solve operation failed"; /* game _should_ overwrite on error */
28d0118c 925 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
2ac6d24e 926 if (!s)
927 return msg;
928
929 /*
28d0118c 930 * Now enter the solved state as the next move.
2ac6d24e 931 */
932 midend_stop_anim(me);
933 while (me->nstates > me->statepos)
28d0118c 934 me->ourgame->free_game(me->states[--me->nstates].state);
2ac6d24e 935 ensure(me);
28d0118c 936 me->states[me->nstates].state = s;
937 me->states[me->nstates].special = TRUE; /* created using solve */
2ac6d24e 938 me->statepos = ++me->nstates;
939 me->anim_time = 0.0;
940 midend_finish_move(me);
941 midend_redraw(me);
48dcdd62 942 midend_set_timer(me);
2ac6d24e 943 return NULL;
944}
48dcdd62 945
946char *midend_rewrite_statusbar(midend_data *me, char *text)
947{
948 /*
949 * An important special case is that we are occasionally called
950 * with our own laststatus, to update the timer.
951 */
952 if (me->laststatus != text) {
953 sfree(me->laststatus);
954 me->laststatus = dupstr(text);
955 }
956
957 if (me->ourgame->is_timed) {
958 char timebuf[100], *ret;
959 int min, sec;
960
961 sec = me->elapsed;
962 min = sec / 60;
963 sec %= 60;
964 sprintf(timebuf, "[%d:%02d] ", min, sec);
965
966 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
967 strcpy(ret, timebuf);
968 strcat(ret, text);
969 return ret;
970
971 } else {
972 return dupstr(text);
973 }
974}