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 | |
28d0118c |
16 | struct midend_state_entry { |
17 | game_state *state; |
18 | int special; /* created by solve or restart */ |
19 | }; |
20 | |
7f77ea24 |
21 | struct 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 |
55 | midend_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 | |
90 | void 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 | |
104 | void midend_size(midend_data *me, int *x, int *y) |
105 | { |
be8d5aa1 |
106 | me->ourgame->size(me->params, x, y); |
7f77ea24 |
107 | } |
108 | |
109 | void 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 |
115 | void 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 |
174 | static 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 |
184 | static 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 |
194 | static 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 |
229 | static 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 |
237 | void 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 |
263 | static 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 |
352 | int 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 |
450 | void 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 | |
469 | void 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 | |
486 | float *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 | |
509 | int 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 | |
533 | void 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 | |
541 | int midend_wants_statusbar(midend_data *me) |
542 | { |
be8d5aa1 |
543 | return me->ourgame->wants_statusbar(); |
fd1a1a2b |
544 | } |
c8230524 |
545 | |
5928817c |
546 | config_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 |
610 | static 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 |
702 | char *midend_game_id(midend_data *me, char *id) |
703 | { |
704 | return midend_game_id_int(me, id, DEF_PARAMS); |
705 | } |
706 | |
5928817c |
707 | char *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 | |
738 | char *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 | |
746 | char *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 | } |