Cleanups:
[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
46 int pressed_mouse_button;
7f77ea24 47};
48
49#define ensure(me) do { \
50 if ((me)->nstates >= (me)->statesize) { \
51 (me)->statesize = (me)->nstates + 128; \
28d0118c 52 (me)->states = sresize((me)->states, (me)->statesize, \
53 struct midend_state_entry); \
7f77ea24 54 } \
55} while (0)
56
be8d5aa1 57midend_data *midend_new(frontend *fe, const game *ourgame)
7f77ea24 58{
59 midend_data *me = snew(midend_data);
cbb5549e 60 void *randseed;
61 int randseedsize;
62
63 get_random_seed(&randseed, &randseedsize);
7f77ea24 64
48d70ca9 65 me->frontend = fe;
be8d5aa1 66 me->ourgame = ourgame;
48d70ca9 67 me->random = random_init(randseed, randseedsize);
7f77ea24 68 me->nstates = me->statesize = me->statepos = 0;
69 me->states = NULL;
be8d5aa1 70 me->params = ourgame->default_params();
f60f7e7c 71 me->curparams = NULL;
1185e3c5 72 me->desc = NULL;
73 me->seedstr = NULL;
6f2d8d7c 74 me->aux_info = NULL;
1185e3c5 75 me->genmode = GOT_NOTHING;
2ef96bd6 76 me->drawstate = NULL;
77 me->oldstate = NULL;
eb2ad6f1 78 me->presets = NULL;
79 me->preset_names = NULL;
80 me->npresets = me->presetsize = 0;
87ed82be 81 me->anim_time = me->anim_pos = 0.0F;
82 me->flash_time = me->flash_pos = 0.0F;
c822de4a 83 me->dir = 0;
74a4e547 84 me->ui = NULL;
6776a950 85 me->pressed_mouse_button = 0;
7f77ea24 86
cbb5549e 87 sfree(randseed);
88
7f77ea24 89 return me;
90}
91
92void midend_free(midend_data *me)
93{
94 sfree(me->states);
1185e3c5 95 sfree(me->desc);
96 sfree(me->seedstr);
97 random_free(me->random);
6f2d8d7c 98 if (me->aux_info)
99 me->ourgame->free_aux_info(me->aux_info);
be8d5aa1 100 me->ourgame->free_params(me->params);
f60f7e7c 101 if (me->curparams)
102 me->ourgame->free_params(me->curparams);
7f77ea24 103 sfree(me);
104}
105
106void midend_size(midend_data *me, int *x, int *y)
107{
be8d5aa1 108 me->ourgame->size(me->params, x, y);
7f77ea24 109}
110
111void midend_set_params(midend_data *me, game_params *params)
112{
be8d5aa1 113 me->ourgame->free_params(me->params);
114 me->params = me->ourgame->dup_params(params);
7f77ea24 115}
116
5928817c 117void midend_new_game(midend_data *me)
7f77ea24 118{
119 while (me->nstates > 0)
28d0118c 120 me->ourgame->free_game(me->states[--me->nstates].state);
7f77ea24 121
2ef96bd6 122 if (me->drawstate)
be8d5aa1 123 me->ourgame->free_drawstate(me->drawstate);
2ef96bd6 124
7f77ea24 125 assert(me->nstates == 0);
126
1185e3c5 127 if (me->genmode == GOT_DESC) {
128 me->genmode = GOT_NOTHING;
129 } else {
130 random_state *rs;
131
132 if (me->genmode == GOT_SEED) {
133 me->genmode = GOT_NOTHING;
134 } else {
135 /*
136 * Generate a new random seed. 15 digits comes to about
137 * 48 bits, which should be more than enough.
138 */
139 char newseed[16];
140 int i;
141 newseed[15] = '\0';
142 for (i = 0; i < 15; i++)
143 newseed[i] = '0' + random_upto(me->random, 10);
144 sfree(me->seedstr);
145 me->seedstr = dupstr(newseed);
f60f7e7c 146
147 if (me->curparams)
148 me->ourgame->free_params(me->curparams);
149 me->curparams = me->ourgame->dup_params(me->params);
1185e3c5 150 }
151
152 sfree(me->desc);
6f2d8d7c 153 if (me->aux_info)
154 me->ourgame->free_aux_info(me->aux_info);
155 me->aux_info = NULL;
1185e3c5 156
157 rs = random_init(me->seedstr, strlen(me->seedstr));
f60f7e7c 158 me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info);
1185e3c5 159 random_free(rs);
1185e3c5 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
7f89707c 241 midend_stop_anim(me);
242
28d0118c 243 assert(me->statepos >= 1);
244 if (me->statepos == 1)
245 return; /* no point doing anything at all! */
246
247 s = me->ourgame->dup_game(me->states[0].state);
248
249 /*
250 * Now enter the restarted state as the next move.
251 */
252 midend_stop_anim(me);
253 while (me->nstates > me->statepos)
254 me->ourgame->free_game(me->states[--me->nstates].state);
255 ensure(me);
256 me->states[me->nstates].state = s;
257 me->states[me->nstates].special = TRUE; /* we just restarted */
258 me->statepos = ++me->nstates;
259 me->anim_time = 0.0;
260 midend_finish_move(me);
261 midend_redraw(me);
262 activate_timer(me->frontend);
263}
264
6776a950 265static int midend_really_process_key(midend_data *me, int x, int y, int button)
dd216087 266{
28d0118c 267 game_state *oldstate =
268 me->ourgame->dup_game(me->states[me->statepos - 1].state);
269 int special = FALSE, gotspecial = FALSE;
dd216087 270 float anim_time;
7f77ea24 271
272 if (button == 'n' || button == 'N' || button == '\x0E') {
dd216087 273 midend_stop_anim(me);
5928817c 274 midend_new_game(me);
2ef96bd6 275 midend_redraw(me);
276 return 1; /* never animate */
7f77ea24 277 } else if (button == 'u' || button == 'u' ||
1482ee76 278 button == '\x1A' || button == '\x1F') {
dd216087 279 midend_stop_anim(me);
28d0118c 280 special = me->states[me->statepos-1].special;
281 gotspecial = TRUE;
1482ee76 282 if (!midend_undo(me))
283 return 1;
7f89707c 284 } else if (button == 'r' || button == 'R' ||
285 button == '\x12') {
dd216087 286 midend_stop_anim(me);
1482ee76 287 if (!midend_redo(me))
288 return 1;
7f77ea24 289 } else if (button == 'q' || button == 'Q' || button == '\x11') {
be8d5aa1 290 me->ourgame->free_game(oldstate);
2ef96bd6 291 return 0;
292 } else {
28d0118c 293 game_state *s =
294 me->ourgame->make_move(me->states[me->statepos-1].state,
295 me->ui, x, y, button);
74a4e547 296
28d0118c 297 if (s == me->states[me->statepos-1].state) {
74a4e547 298 /*
299 * make_move() is allowed to return its input state to
300 * indicate that although no move has been made, the UI
301 * state has been updated and a redraw is called for.
302 */
303 midend_redraw(me);
304 return 1;
305 } else if (s) {
dd216087 306 midend_stop_anim(me);
2ef96bd6 307 while (me->nstates > me->statepos)
28d0118c 308 me->ourgame->free_game(me->states[--me->nstates].state);
2ef96bd6 309 ensure(me);
28d0118c 310 me->states[me->nstates].state = s;
311 me->states[me->nstates].special = FALSE; /* normal move */
2ef96bd6 312 me->statepos = ++me->nstates;
c822de4a 313 me->dir = +1;
2ef96bd6 314 } else {
be8d5aa1 315 me->ourgame->free_game(oldstate);
2ef96bd6 316 return 1;
317 }
7f77ea24 318 }
319
28d0118c 320 if (!gotspecial)
321 special = me->states[me->statepos-1].special;
322
2ef96bd6 323 /*
324 * See if this move requires an animation.
325 */
28d0118c 326 if (special) {
327 anim_time = 0;
328 } else {
329 anim_time = me->ourgame->anim_length(oldstate,
330 me->states[me->statepos-1].state,
331 me->dir);
332 }
2ef96bd6 333
87ed82be 334 me->oldstate = oldstate;
2ef96bd6 335 if (anim_time > 0) {
2ef96bd6 336 me->anim_time = anim_time;
337 } else {
2ef96bd6 338 me->anim_time = 0.0;
87ed82be 339 midend_finish_move(me);
7f77ea24 340 }
2ef96bd6 341 me->anim_pos = 0.0;
342
343 midend_redraw(me);
344
345 activate_timer(me->frontend);
7f77ea24 346
347 return 1;
348}
2ef96bd6 349
6776a950 350int midend_process_key(midend_data *me, int x, int y, int button)
351{
352 int ret = 1;
353
354 /*
355 * Harmonise mouse drag and release messages.
356 *
357 * Some front ends might accidentally switch from sending, say,
358 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
359 * drag. (This can happen on the Mac, for example, since
360 * RIGHT_DRAG is usually done using Command+drag, and if the
361 * user accidentally releases Command half way through the drag
362 * then there will be trouble.)
363 *
364 * It would be an O(number of front ends) annoyance to fix this
365 * in the front ends, but an O(number of back ends) annoyance
366 * to have each game capable of dealing with it. Therefore, we
367 * fix it _here_ in the common midend code so that it only has
368 * to be done once.
369 *
eeba2afe 370 * The possible ways in which things can go screwy in the front
371 * end are:
6776a950 372 *
eeba2afe 373 * - in a system containing multiple physical buttons button
374 * presses can inadvertently overlap. We can see ABab (caps
375 * meaning button-down and lowercase meaning button-up) when
376 * the user had semantically intended AaBb.
6776a950 377 *
eeba2afe 378 * - in a system where one button is simulated by means of a
379 * modifier key and another button, buttons can mutate
380 * between press and release (possibly during drag). So we
381 * can see Ab instead of Aa.
6776a950 382 *
eeba2afe 383 * Definite requirements are:
384 *
385 * - button _presses_ must never be invented or destroyed. If
386 * the user presses two buttons in succession, the button
387 * presses must be transferred to the backend unchanged. So
388 * if we see AaBb , that's fine; if we see ABab (the button
389 * presses inadvertently overlapped) we must somehow
390 * `correct' it to AaBb.
391 *
392 * - every mouse action must end up looking like a press, zero
393 * or more drags, then a release. This allows back ends to
394 * make the _assumption_ that incoming mouse data will be
395 * sane in this regard, and not worry about the details.
396 *
397 * So my policy will be:
398 *
399 * - treat any button-up as a button-up for the currently
400 * pressed button, or ignore it if there is no currently
401 * pressed button.
402 *
403 * - treat any drag as a drag for the currently pressed
404 * button, or ignore it if there is no currently pressed
405 * button.
406 *
407 * - if we see a button-down while another button is currently
408 * pressed, invent a button-up for the first one and then
409 * pass the button-down through as before.
6776a950 410 *
6776a950 411 */
412 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 413 if (me->pressed_mouse_button) {
414 if (IS_MOUSE_DRAG(button)) {
415 button = me->pressed_mouse_button +
416 (LEFT_DRAG - LEFT_BUTTON);
417 } else {
418 button = me->pressed_mouse_button +
419 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 420 }
eeba2afe 421 } else
422 return ret; /* ignore it */
6776a950 423 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
424 /*
425 * Fabricate a button-up for the previously pressed button.
426 */
427 ret = ret && midend_really_process_key
428 (me, x, y, (me->pressed_mouse_button +
429 (LEFT_RELEASE - LEFT_BUTTON)));
430 }
431
432 /*
433 * Now send on the event we originally received.
434 */
435 ret = ret && midend_really_process_key(me, x, y, button);
436
437 /*
438 * And update the currently pressed button.
439 */
440 if (IS_MOUSE_RELEASE(button))
441 me->pressed_mouse_button = 0;
442 else if (IS_MOUSE_DOWN(button))
443 me->pressed_mouse_button = button;
444
445 return ret;
446}
447
2ef96bd6 448void midend_redraw(midend_data *me)
449{
450 if (me->statepos > 0 && me->drawstate) {
451 start_draw(me->frontend);
452 if (me->oldstate && me->anim_time > 0 &&
453 me->anim_pos < me->anim_time) {
c822de4a 454 assert(me->dir != 0);
be8d5aa1 455 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
28d0118c 456 me->states[me->statepos-1].state, me->dir,
be8d5aa1 457 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 458 } else {
be8d5aa1 459 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
28d0118c 460 me->states[me->statepos-1].state, +1 /*shrug*/,
be8d5aa1 461 me->ui, 0.0, me->flash_pos);
2ef96bd6 462 }
463 end_draw(me->frontend);
464 }
465}
466
467void midend_timer(midend_data *me, float tplus)
468{
469 me->anim_pos += tplus;
470 if (me->anim_pos >= me->anim_time ||
471 me->anim_time == 0 || !me->oldstate) {
87ed82be 472 if (me->anim_time > 0)
473 midend_finish_move(me);
474 }
475 me->flash_pos += tplus;
476 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
477 me->flash_pos = me->flash_time = 0;
2ef96bd6 478 }
87ed82be 479 if (me->flash_time == 0 && me->anim_time == 0)
480 deactivate_timer(me->frontend);
2ef96bd6 481 midend_redraw(me);
482}
483
484float *midend_colours(midend_data *me, int *ncolours)
485{
486 game_state *state = NULL;
487 float *ret;
488
489 if (me->nstates == 0) {
6f2d8d7c 490 game_aux_info *aux = NULL;
1185e3c5 491 char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
492 state = me->ourgame->new_game(me->params, desc);
493 sfree(desc);
6f2d8d7c 494 if (aux)
495 me->ourgame->free_aux_info(aux);
2ef96bd6 496 } else
28d0118c 497 state = me->states[0].state;
2ef96bd6 498
be8d5aa1 499 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 500
813593cc 501 {
502 int i;
503
504 /*
505 * Allow environment-based overrides for the standard
506 * colours by defining variables along the lines of
507 * `NET_COLOUR_4=6000c0'.
508 */
509
510 for (i = 0; i < *ncolours; i++) {
511 char buf[80], *e;
512 unsigned int r, g, b;
513 int j;
514
515 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
516 for (j = 0; buf[j]; j++)
517 buf[j] = toupper((unsigned char)buf[j]);
518 if ((e = getenv(buf)) != NULL &&
519 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
520 ret[i*3 + 0] = r / 255.0;
521 ret[i*3 + 1] = g / 255.0;
522 ret[i*3 + 2] = b / 255.0;
523 }
524 }
525 }
526
2ef96bd6 527 if (me->nstates == 0)
be8d5aa1 528 me->ourgame->free_game(state);
2ef96bd6 529
530 return ret;
531}
eb2ad6f1 532
533int midend_num_presets(midend_data *me)
534{
535 if (!me->npresets) {
536 char *name;
537 game_params *preset;
538
be8d5aa1 539 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 540 if (me->presetsize <= me->npresets) {
541 me->presetsize = me->npresets + 10;
542 me->presets = sresize(me->presets, me->presetsize,
543 game_params *);
544 me->preset_names = sresize(me->preset_names, me->presetsize,
545 char *);
546 }
547
548 me->presets[me->npresets] = preset;
549 me->preset_names[me->npresets] = name;
550 me->npresets++;
551 }
552 }
553
813593cc 554 {
555 /*
556 * Allow environment-based extensions to the preset list by
557 * defining a variable along the lines of `SOLO_PRESETS=2x3
558 * Advanced:2x3da'. Colon-separated list of items,
559 * alternating between textual titles in the menu and
560 * encoded parameter strings.
561 */
562 char buf[80], *e, *p;
563 int j;
564
565 sprintf(buf, "%s_PRESETS", me->ourgame->name);
566 for (j = 0; buf[j]; j++)
567 buf[j] = toupper((unsigned char)buf[j]);
568
569 if ((e = getenv(buf)) != NULL) {
570 p = e = dupstr(e);
571
572 while (*p) {
573 char *name, *val;
574 game_params *preset;
575
576 name = p;
577 while (*p && *p != ':') p++;
578 if (*p) *p++ = '\0';
579 val = p;
580 while (*p && *p != ':') p++;
581 if (*p) *p++ = '\0';
582
583 preset = me->ourgame->default_params();
584 me->ourgame->decode_params(preset, val);
585
239ba6e6 586 if (me->ourgame->validate_params(preset)) {
587 /* Drop this one from the list. */
588 me->ourgame->free_params(preset);
589 continue;
590 }
591
813593cc 592 if (me->presetsize <= me->npresets) {
593 me->presetsize = me->npresets + 10;
594 me->presets = sresize(me->presets, me->presetsize,
595 game_params *);
596 me->preset_names = sresize(me->preset_names,
597 me->presetsize, char *);
598 }
599
600 me->presets[me->npresets] = preset;
601 me->preset_names[me->npresets] = name;
602 me->npresets++;
603 }
604 }
605 }
606
eb2ad6f1 607 return me->npresets;
608}
609
610void midend_fetch_preset(midend_data *me, int n,
611 char **name, game_params **params)
612{
613 assert(n >= 0 && n < me->npresets);
614 *name = me->preset_names[n];
615 *params = me->presets[n];
616}
fd1a1a2b 617
618int midend_wants_statusbar(midend_data *me)
619{
be8d5aa1 620 return me->ourgame->wants_statusbar();
fd1a1a2b 621}
c8230524 622
5928817c 623config_item *midend_get_config(midend_data *me, int which, char **wintitle)
c8230524 624{
b0e26073 625 char *titlebuf, *parstr;
5928817c 626 config_item *ret;
627
be8d5aa1 628 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 629
630 switch (which) {
631 case CFG_SETTINGS:
be8d5aa1 632 sprintf(titlebuf, "%s configuration", me->ourgame->name);
5928817c 633 *wintitle = dupstr(titlebuf);
be8d5aa1 634 return me->ourgame->configure(me->params);
5928817c 635 case CFG_SEED:
1185e3c5 636 case CFG_DESC:
637 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
638 which == CFG_SEED ? "random" : "game");
5928817c 639 *wintitle = dupstr(titlebuf);
640
641 ret = snewn(2, config_item);
642
643 ret[0].type = C_STRING;
1185e3c5 644 if (which == CFG_SEED)
645 ret[0].name = "Game random seed";
646 else
647 ret[0].name = "Game ID";
5928817c 648 ret[0].ival = 0;
b0e26073 649 /*
1185e3c5 650 * For CFG_DESC the text going in here will be a string
651 * encoding of the restricted parameters, plus a colon,
652 * plus the game description. For CFG_SEED it will be the
653 * full parameters, plus a hash, plus the random seed data.
654 * Either of these is a valid full game ID (although only
655 * the former is likely to persist across many code
656 * changes).
b0e26073 657 */
f60f7e7c 658 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
1185e3c5 659 if (which == CFG_DESC) {
660 ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
661 sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
662 } else if (me->seedstr) {
663 ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
664 sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
665 } else {
666 /*
667 * If the current game was not randomly generated, the
668 * best we can do is to give a template for typing a
669 * new seed in.
670 */
671 ret[0].sval = snewn(strlen(parstr) + 2, char);
672 sprintf(ret[0].sval, "%s#", parstr);
673 }
b0e26073 674 sfree(parstr);
5928817c 675
676 ret[1].type = C_END;
677 ret[1].name = ret[1].sval = NULL;
678 ret[1].ival = 0;
679
680 return ret;
681 }
682
683 assert(!"We shouldn't be here");
684 return NULL;
c8230524 685}
686
1185e3c5 687static char *midend_game_id_int(midend_data *me, char *id, int defmode)
8b7938e7 688{
1185e3c5 689 char *error, *par, *desc, *seed;
8b7938e7 690
1185e3c5 691 seed = strchr(id, '#');
692 desc = strchr(id, ':');
8b7938e7 693
1185e3c5 694 if (desc && (!seed || desc < seed)) {
695 /*
696 * We have a colon separating parameters from game
697 * description. So `par' now points to the parameters
698 * string, and `desc' to the description string.
699 */
700 *desc++ = '\0';
701 par = id;
702 seed = NULL;
703 } else if (seed && (!desc || seed < desc)) {
8b7938e7 704 /*
50ff5730 705 * We have a hash separating parameters from random seed.
1185e3c5 706 * So `par' now points to the parameters string, and `seed'
707 * to the seed string.
8b7938e7 708 */
709 *seed++ = '\0';
710 par = id;
1185e3c5 711 desc = NULL;
8b7938e7 712 } else {
713 /*
1185e3c5 714 * We only have one string. Depending on `defmode', we take
715 * it to be either parameters, seed or description.
8b7938e7 716 */
1185e3c5 717 if (defmode == DEF_SEED) {
8b7938e7 718 seed = id;
1185e3c5 719 par = desc = NULL;
720 } else if (defmode == DEF_DESC) {
721 desc = id;
722 par = seed = NULL;
8b7938e7 723 } else {
8b7938e7 724 par = id;
1185e3c5 725 seed = desc = NULL;
8b7938e7 726 }
727 }
728
729 if (par) {
1185e3c5 730 game_params *tmpparams;
731 tmpparams = me->ourgame->dup_params(me->params);
732 me->ourgame->decode_params(tmpparams, par);
733 error = me->ourgame->validate_params(tmpparams);
8b7938e7 734 if (error) {
1185e3c5 735 me->ourgame->free_params(tmpparams);
8b7938e7 736 return error;
737 }
f60f7e7c 738 if (me->curparams)
739 me->ourgame->free_params(me->curparams);
740 me->curparams = tmpparams;
1185e3c5 741
742 /*
743 * Now filter only the persistent parts of this state into
744 * the long-term params structure, unless we've _only_
745 * received a params string in which case the whole lot is
746 * persistent.
747 */
748 if (seed || desc) {
749 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
750 me->ourgame->decode_params(me->params, tmpstr);
751 } else {
752 me->ourgame->free_params(me->params);
753 me->params = me->ourgame->dup_params(tmpparams);
754 }
8b7938e7 755 }
756
1185e3c5 757 if (desc) {
758 error = me->ourgame->validate_desc(me->params, desc);
8b7938e7 759 if (error)
760 return error;
761
1185e3c5 762 sfree(me->desc);
763 me->desc = dupstr(desc);
764 me->genmode = GOT_DESC;
6f2d8d7c 765 if (me->aux_info)
766 me->ourgame->free_aux_info(me->aux_info);
767 me->aux_info = NULL;
8b7938e7 768 }
769
1185e3c5 770 if (seed) {
771 sfree(me->seedstr);
772 me->seedstr = dupstr(seed);
773 me->genmode = GOT_SEED;
774 }
775
8b7938e7 776 return NULL;
777}
778
1185e3c5 779char *midend_game_id(midend_data *me, char *id)
780{
781 return midend_game_id_int(me, id, DEF_PARAMS);
782}
783
5928817c 784char *midend_set_config(midend_data *me, int which, config_item *cfg)
c8230524 785{
8b7938e7 786 char *error;
c8230524 787 game_params *params;
788
5928817c 789 switch (which) {
790 case CFG_SETTINGS:
be8d5aa1 791 params = me->ourgame->custom_params(cfg);
792 error = me->ourgame->validate_params(params);
c8230524 793
5928817c 794 if (error) {
be8d5aa1 795 me->ourgame->free_params(params);
5928817c 796 return error;
797 }
c8230524 798
be8d5aa1 799 me->ourgame->free_params(me->params);
5928817c 800 me->params = params;
801 break;
802
803 case CFG_SEED:
1185e3c5 804 case CFG_DESC:
805 error = midend_game_id_int(me, cfg[0].sval,
806 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
5928817c 807 if (error)
808 return error;
5928817c 809 break;
810 }
c8230524 811
812 return NULL;
813}
9b4b03d3 814
815char *midend_text_format(midend_data *me)
816{
817 if (me->ourgame->can_format_as_text && me->statepos > 0)
28d0118c 818 return me->ourgame->text_format(me->states[me->statepos-1].state);
9b4b03d3 819 else
820 return NULL;
821}
2ac6d24e 822
823char *midend_solve(midend_data *me)
824{
825 game_state *s;
826 char *msg;
827
828 if (!me->ourgame->can_solve)
829 return "This game does not support the Solve operation";
830
831 if (me->statepos < 1)
832 return "No game set up to solve"; /* _shouldn't_ happen! */
833
834 msg = "Solve operation failed"; /* game _should_ overwrite on error */
28d0118c 835 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
2ac6d24e 836 if (!s)
837 return msg;
838
839 /*
28d0118c 840 * Now enter the solved state as the next move.
2ac6d24e 841 */
842 midend_stop_anim(me);
843 while (me->nstates > me->statepos)
28d0118c 844 me->ourgame->free_game(me->states[--me->nstates].state);
2ac6d24e 845 ensure(me);
28d0118c 846 me->states[me->nstates].state = s;
847 me->states[me->nstates].special = TRUE; /* created using solve */
2ac6d24e 848 me->statepos = ++me->nstates;
849 me->anim_time = 0.0;
850 midend_finish_move(me);
851 midend_redraw(me);
852 activate_timer(me->frontend);
853 return NULL;
854}