More serialisation changes: the game_aux_info structure has now been
[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
0a6892db 28 /*
29 * `desc' and `privdesc' deserve a comment.
30 *
31 * `desc' is the game description as presented to the user when
32 * they ask for Game -> Specific. `privdesc', if non-NULL, is a
33 * different game description used to reconstruct the initial
34 * game_state when de-serialising. If privdesc is NULL, `desc'
35 * is used for both.
36 *
37 * For almost all games, `privdesc' is NULL and never used. The
38 * exception (as usual) is Mines: the initial game state has no
39 * squares open at all, but after the first click `desc' is
40 * rewritten to describe a game state with an initial click and
41 * thus a bunch of squares open. If we used that desc to
42 * serialise and deserialise, then the initial game state after
43 * deserialisation would look unlike the initial game state
44 * beforehand, and worse still execute_move() might fail on the
45 * attempted first click. So `privdesc' is also used in this
46 * case, to provide a game description describing the same
47 * fixed mine layout _but_ no initial click. (These game IDs
48 * may also be typed directly into Mines if you like.)
49 */
50 char *desc, *privdesc, *seedstr;
c566778e 51 char *aux_info;
1185e3c5 52 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
7f77ea24 53 int nstates, statesize, statepos;
eb2ad6f1 54
55 game_params **presets;
56 char **preset_names;
57 int npresets, presetsize;
58
f60f7e7c 59 game_params *params, *curparams;
28d0118c 60 struct midend_state_entry *states;
2ef96bd6 61 game_drawstate *drawstate;
62 game_state *oldstate;
74a4e547 63 game_ui *ui;
2ef96bd6 64 float anim_time, anim_pos;
87ed82be 65 float flash_time, flash_pos;
c822de4a 66 int dir;
6776a950 67
48dcdd62 68 int timing;
69 float elapsed;
70 char *laststatus;
71
6776a950 72 int pressed_mouse_button;
1e3e152d 73
74 int winwidth, winheight;
7f77ea24 75};
76
77#define ensure(me) do { \
78 if ((me)->nstates >= (me)->statesize) { \
79 (me)->statesize = (me)->nstates + 128; \
28d0118c 80 (me)->states = sresize((me)->states, (me)->statesize, \
81 struct midend_state_entry); \
7f77ea24 82 } \
83} while (0)
84
be8d5aa1 85midend_data *midend_new(frontend *fe, const game *ourgame)
7f77ea24 86{
87 midend_data *me = snew(midend_data);
cbb5549e 88 void *randseed;
89 int randseedsize;
90
91 get_random_seed(&randseed, &randseedsize);
7f77ea24 92
48d70ca9 93 me->frontend = fe;
be8d5aa1 94 me->ourgame = ourgame;
48d70ca9 95 me->random = random_init(randseed, randseedsize);
7f77ea24 96 me->nstates = me->statesize = me->statepos = 0;
97 me->states = NULL;
be8d5aa1 98 me->params = ourgame->default_params();
f60f7e7c 99 me->curparams = NULL;
0a6892db 100 me->desc = me->privdesc = NULL;
1185e3c5 101 me->seedstr = NULL;
6f2d8d7c 102 me->aux_info = NULL;
1185e3c5 103 me->genmode = GOT_NOTHING;
2ef96bd6 104 me->drawstate = NULL;
105 me->oldstate = NULL;
eb2ad6f1 106 me->presets = NULL;
107 me->preset_names = NULL;
108 me->npresets = me->presetsize = 0;
87ed82be 109 me->anim_time = me->anim_pos = 0.0F;
110 me->flash_time = me->flash_pos = 0.0F;
c822de4a 111 me->dir = 0;
74a4e547 112 me->ui = NULL;
6776a950 113 me->pressed_mouse_button = 0;
48dcdd62 114 me->laststatus = NULL;
115 me->timing = FALSE;
116 me->elapsed = 0.0F;
1e3e152d 117 me->winwidth = me->winheight = 0;
7f77ea24 118
cbb5549e 119 sfree(randseed);
120
7f77ea24 121 return me;
122}
123
ab53eb64 124static void midend_free_game(midend_data *me)
125{
126 while (me->nstates > 0)
127 me->ourgame->free_game(me->states[--me->nstates].state);
128
129 if (me->drawstate)
130 me->ourgame->free_drawstate(me->drawstate);
131}
132
7f77ea24 133void midend_free(midend_data *me)
134{
ab53eb64 135 int i;
136
137 midend_free_game(me);
138
139 random_free(me->random);
7f77ea24 140 sfree(me->states);
1185e3c5 141 sfree(me->desc);
142 sfree(me->seedstr);
c566778e 143 sfree(me->aux_info);
be8d5aa1 144 me->ourgame->free_params(me->params);
ab53eb64 145 if (me->npresets) {
146 for (i = 0; i < me->npresets; i++) {
147 sfree(me->presets[i]);
148 sfree(me->preset_names[i]);
149 }
150 sfree(me->presets);
151 sfree(me->preset_names);
152 }
153 if (me->ui)
154 me->ourgame->free_ui(me->ui);
f60f7e7c 155 if (me->curparams)
156 me->ourgame->free_params(me->curparams);
48dcdd62 157 sfree(me->laststatus);
7f77ea24 158 sfree(me);
159}
160
1e3e152d 161void midend_size(midend_data *me, int *x, int *y, int expand)
7f77ea24 162{
1e3e152d 163 me->ourgame->size(me->params, me->drawstate, x, y, expand);
164 me->winwidth = *x;
165 me->winheight = *y;
7f77ea24 166}
167
168void midend_set_params(midend_data *me, game_params *params)
169{
be8d5aa1 170 me->ourgame->free_params(me->params);
171 me->params = me->ourgame->dup_params(params);
7f77ea24 172}
173
48dcdd62 174static void midend_set_timer(midend_data *me)
175{
176 me->timing = (me->ourgame->is_timed &&
177 me->ourgame->timing_state(me->states[me->statepos-1].state));
178 if (me->timing || me->flash_time || me->anim_time)
179 activate_timer(me->frontend);
180 else
181 deactivate_timer(me->frontend);
182}
183
1e3e152d 184static void midend_size_new_drawstate(midend_data *me)
185{
186 me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight,
187 TRUE);
188}
189
008b4378 190void midend_force_redraw(midend_data *me)
191{
192 if (me->drawstate)
193 me->ourgame->free_drawstate(me->drawstate);
194 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
1e3e152d 195 midend_size_new_drawstate(me);
008b4378 196 midend_redraw(me);
197}
198
5928817c 199void midend_new_game(midend_data *me)
7f77ea24 200{
ab53eb64 201 midend_free_game(me);
2ef96bd6 202
7f77ea24 203 assert(me->nstates == 0);
204
1185e3c5 205 if (me->genmode == GOT_DESC) {
206 me->genmode = GOT_NOTHING;
207 } else {
208 random_state *rs;
209
210 if (me->genmode == GOT_SEED) {
211 me->genmode = GOT_NOTHING;
212 } else {
213 /*
214 * Generate a new random seed. 15 digits comes to about
215 * 48 bits, which should be more than enough.
97c44af3 216 *
217 * I'll avoid putting a leading zero on the number,
218 * just in case it confuses anybody who thinks it's
219 * processed as an integer rather than a string.
1185e3c5 220 */
221 char newseed[16];
222 int i;
223 newseed[15] = '\0';
97c44af3 224 newseed[0] = '1' + random_upto(me->random, 9);
225 for (i = 1; i < 15; i++)
1185e3c5 226 newseed[i] = '0' + random_upto(me->random, 10);
227 sfree(me->seedstr);
228 me->seedstr = dupstr(newseed);
f60f7e7c 229
230 if (me->curparams)
231 me->ourgame->free_params(me->curparams);
232 me->curparams = me->ourgame->dup_params(me->params);
1185e3c5 233 }
234
235 sfree(me->desc);
0a6892db 236 sfree(me->privdesc);
c566778e 237 sfree(me->aux_info);
6f2d8d7c 238 me->aux_info = NULL;
1185e3c5 239
240 rs = random_init(me->seedstr, strlen(me->seedstr));
6aa6af4c 241 me->desc = me->ourgame->new_desc(me->curparams, rs,
242 &me->aux_info, TRUE);
0a6892db 243 me->privdesc = NULL;
1185e3c5 244 random_free(rs);
1185e3c5 245 }
7f77ea24 246
247 ensure(me);
c380832d 248 me->states[me->nstates].state =
249 me->ourgame->new_game(me, me->params, me->desc);
28d0118c 250 me->states[me->nstates].special = TRUE;
251 me->nstates++;
7f77ea24 252 me->statepos = 1;
28d0118c 253 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
1e3e152d 254 midend_size_new_drawstate(me);
48dcdd62 255 me->elapsed = 0.0F;
256 midend_set_timer(me);
74a4e547 257 if (me->ui)
be8d5aa1 258 me->ourgame->free_ui(me->ui);
28d0118c 259 me->ui = me->ourgame->new_ui(me->states[0].state);
6776a950 260 me->pressed_mouse_button = 0;
7f77ea24 261}
262
1482ee76 263static int midend_undo(midend_data *me)
7f77ea24 264{
1482ee76 265 if (me->statepos > 1) {
07dfb697 266 if (me->ui)
267 me->ourgame->changed_state(me->ui,
268 me->states[me->statepos-1].state,
269 me->states[me->statepos-2].state);
7f77ea24 270 me->statepos--;
c822de4a 271 me->dir = -1;
1482ee76 272 return 1;
273 } else
274 return 0;
7f77ea24 275}
276
1482ee76 277static int midend_redo(midend_data *me)
7f77ea24 278{
1482ee76 279 if (me->statepos < me->nstates) {
07dfb697 280 if (me->ui)
281 me->ourgame->changed_state(me->ui,
282 me->states[me->statepos-1].state,
283 me->states[me->statepos].state);
7f77ea24 284 me->statepos++;
c822de4a 285 me->dir = +1;
1482ee76 286 return 1;
287 } else
288 return 0;
7f77ea24 289}
290
87ed82be 291static void midend_finish_move(midend_data *me)
292{
293 float flashtime;
294
28d0118c 295 /*
296 * We do not flash if the later of the two states is special.
297 * This covers both forward Solve moves and backward (undone)
298 * Restart moves.
299 */
300 if ((me->oldstate || me->statepos > 1) &&
301 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
302 (me->dir < 0 && me->statepos < me->nstates &&
303 !me->states[me->statepos].special))) {
be8d5aa1 304 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
28d0118c 305 me->states[me->statepos-2].state,
306 me->states[me->statepos-1].state,
e3f21163 307 me->oldstate ? me->dir : +1,
308 me->ui);
87ed82be 309 if (flashtime > 0) {
310 me->flash_pos = 0.0F;
311 me->flash_time = flashtime;
312 }
313 }
314
315 if (me->oldstate)
be8d5aa1 316 me->ourgame->free_game(me->oldstate);
87ed82be 317 me->oldstate = NULL;
318 me->anim_pos = me->anim_time = 0;
c822de4a 319 me->dir = 0;
87ed82be 320
48dcdd62 321 midend_set_timer(me);
87ed82be 322}
323
ab53eb64 324void midend_stop_anim(midend_data *me)
7f77ea24 325{
2ef96bd6 326 if (me->oldstate || me->anim_time) {
87ed82be 327 midend_finish_move(me);
2ef96bd6 328 midend_redraw(me);
329 }
dd216087 330}
331
28d0118c 332void midend_restart_game(midend_data *me)
333{
334 game_state *s;
335
7f89707c 336 midend_stop_anim(me);
337
28d0118c 338 assert(me->statepos >= 1);
339 if (me->statepos == 1)
340 return; /* no point doing anything at all! */
341
0a6892db 342 /*
343 * During restart, we reconstruct the game from the (public)
344 * game description rather than from states[0], because that
345 * way Mines gets slightly more sensible behaviour (restart
346 * goes to _after_ the first click so you don't have to
347 * remember where you clicked).
348 */
349 s = me->ourgame->new_game(me, me->params, me->desc);
28d0118c 350
351 /*
352 * Now enter the restarted state as the next move.
353 */
354 midend_stop_anim(me);
355 while (me->nstates > me->statepos)
356 me->ourgame->free_game(me->states[--me->nstates].state);
357 ensure(me);
358 me->states[me->nstates].state = s;
359 me->states[me->nstates].special = TRUE; /* we just restarted */
360 me->statepos = ++me->nstates;
07dfb697 361 if (me->ui)
362 me->ourgame->changed_state(me->ui,
363 me->states[me->statepos-2].state,
364 me->states[me->statepos-1].state);
28d0118c 365 me->anim_time = 0.0;
366 midend_finish_move(me);
367 midend_redraw(me);
48dcdd62 368 midend_set_timer(me);
28d0118c 369}
370
6776a950 371static int midend_really_process_key(midend_data *me, int x, int y, int button)
dd216087 372{
28d0118c 373 game_state *oldstate =
374 me->ourgame->dup_game(me->states[me->statepos - 1].state);
ab53eb64 375 int special = FALSE, gotspecial = FALSE, ret = 1;
dd216087 376 float anim_time;
7f77ea24 377
378 if (button == 'n' || button == 'N' || button == '\x0E') {
dd216087 379 midend_stop_anim(me);
5928817c 380 midend_new_game(me);
2ef96bd6 381 midend_redraw(me);
ab53eb64 382 goto done; /* never animate */
7f77ea24 383 } else if (button == 'u' || button == 'u' ||
1482ee76 384 button == '\x1A' || button == '\x1F') {
dd216087 385 midend_stop_anim(me);
28d0118c 386 special = me->states[me->statepos-1].special;
387 gotspecial = TRUE;
1482ee76 388 if (!midend_undo(me))
ab53eb64 389 goto done;
7f89707c 390 } else if (button == 'r' || button == 'R' ||
31ad8194 391 button == '\x12' || button == '\x19') {
dd216087 392 midend_stop_anim(me);
1482ee76 393 if (!midend_redo(me))
ab53eb64 394 goto done;
7f77ea24 395 } else if (button == 'q' || button == 'Q' || button == '\x11') {
ab53eb64 396 ret = 0;
397 goto done;
2ef96bd6 398 } else {
df11cd4e 399 game_state *s;
400 char *movestr;
401
402 movestr =
403 me->ourgame->interpret_move(me->states[me->statepos-1].state,
404 me->ui, me->drawstate, x, y, button);
405 if (!movestr)
406 s = NULL;
407 else if (!*movestr)
408 s = me->states[me->statepos-1].state;
409 else {
410 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
411 movestr);
412 assert(s != NULL);
413 sfree(movestr);
414 }
74a4e547 415
28d0118c 416 if (s == me->states[me->statepos-1].state) {
74a4e547 417 /*
418 * make_move() is allowed to return its input state to
419 * indicate that although no move has been made, the UI
420 * state has been updated and a redraw is called for.
421 */
422 midend_redraw(me);
ab53eb64 423 goto done;
74a4e547 424 } else if (s) {
dd216087 425 midend_stop_anim(me);
2ef96bd6 426 while (me->nstates > me->statepos)
28d0118c 427 me->ourgame->free_game(me->states[--me->nstates].state);
2ef96bd6 428 ensure(me);
28d0118c 429 me->states[me->nstates].state = s;
430 me->states[me->nstates].special = FALSE; /* normal move */
2ef96bd6 431 me->statepos = ++me->nstates;
c822de4a 432 me->dir = +1;
2ef96bd6 433 } else {
ab53eb64 434 goto done;
2ef96bd6 435 }
7f77ea24 436 }
437
28d0118c 438 if (!gotspecial)
439 special = me->states[me->statepos-1].special;
440
2ef96bd6 441 /*
442 * See if this move requires an animation.
443 */
28d0118c 444 if (special) {
445 anim_time = 0;
446 } else {
447 anim_time = me->ourgame->anim_length(oldstate,
448 me->states[me->statepos-1].state,
e3f21163 449 me->dir, me->ui);
28d0118c 450 }
2ef96bd6 451
ab53eb64 452 me->oldstate = oldstate; oldstate = NULL;
2ef96bd6 453 if (anim_time > 0) {
2ef96bd6 454 me->anim_time = anim_time;
455 } else {
2ef96bd6 456 me->anim_time = 0.0;
87ed82be 457 midend_finish_move(me);
7f77ea24 458 }
2ef96bd6 459 me->anim_pos = 0.0;
460
461 midend_redraw(me);
462
48dcdd62 463 midend_set_timer(me);
7f77ea24 464
ab53eb64 465 done:
466 if (oldstate) me->ourgame->free_game(oldstate);
467 return ret;
7f77ea24 468}
2ef96bd6 469
6776a950 470int midend_process_key(midend_data *me, int x, int y, int button)
471{
472 int ret = 1;
473
474 /*
475 * Harmonise mouse drag and release messages.
476 *
477 * Some front ends might accidentally switch from sending, say,
478 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
479 * drag. (This can happen on the Mac, for example, since
480 * RIGHT_DRAG is usually done using Command+drag, and if the
481 * user accidentally releases Command half way through the drag
482 * then there will be trouble.)
483 *
484 * It would be an O(number of front ends) annoyance to fix this
485 * in the front ends, but an O(number of back ends) annoyance
486 * to have each game capable of dealing with it. Therefore, we
487 * fix it _here_ in the common midend code so that it only has
488 * to be done once.
489 *
eeba2afe 490 * The possible ways in which things can go screwy in the front
491 * end are:
6776a950 492 *
eeba2afe 493 * - in a system containing multiple physical buttons button
494 * presses can inadvertently overlap. We can see ABab (caps
495 * meaning button-down and lowercase meaning button-up) when
496 * the user had semantically intended AaBb.
6776a950 497 *
eeba2afe 498 * - in a system where one button is simulated by means of a
499 * modifier key and another button, buttons can mutate
500 * between press and release (possibly during drag). So we
501 * can see Ab instead of Aa.
6776a950 502 *
eeba2afe 503 * Definite requirements are:
504 *
505 * - button _presses_ must never be invented or destroyed. If
506 * the user presses two buttons in succession, the button
507 * presses must be transferred to the backend unchanged. So
508 * if we see AaBb , that's fine; if we see ABab (the button
509 * presses inadvertently overlapped) we must somehow
510 * `correct' it to AaBb.
511 *
512 * - every mouse action must end up looking like a press, zero
513 * or more drags, then a release. This allows back ends to
514 * make the _assumption_ that incoming mouse data will be
515 * sane in this regard, and not worry about the details.
516 *
517 * So my policy will be:
518 *
519 * - treat any button-up as a button-up for the currently
520 * pressed button, or ignore it if there is no currently
521 * pressed button.
522 *
523 * - treat any drag as a drag for the currently pressed
524 * button, or ignore it if there is no currently pressed
525 * button.
526 *
527 * - if we see a button-down while another button is currently
528 * pressed, invent a button-up for the first one and then
529 * pass the button-down through as before.
6776a950 530 *
93b1da3d 531 * 2005-05-31: An addendum to the above. Some games might want
532 * a `priority order' among buttons, such that if one button is
533 * pressed while another is down then a fixed one of the
534 * buttons takes priority no matter what order they're pressed
535 * in. Mines, in particular, wants to treat a left+right click
536 * like a left click for the benefit of users of other
537 * implementations. So the last of the above points is modified
538 * in the presence of an (optional) button priority order.
6776a950 539 */
540 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 541 if (me->pressed_mouse_button) {
542 if (IS_MOUSE_DRAG(button)) {
543 button = me->pressed_mouse_button +
544 (LEFT_DRAG - LEFT_BUTTON);
545 } else {
546 button = me->pressed_mouse_button +
547 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 548 }
eeba2afe 549 } else
550 return ret; /* ignore it */
6776a950 551 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
93b1da3d 552 /*
553 * If the new button has lower priority than the old one,
554 * don't bother doing this.
555 */
556 if (me->ourgame->mouse_priorities &
557 BUTTON_BEATS(me->pressed_mouse_button, button))
558 return ret; /* just ignore it */
559
6776a950 560 /*
561 * Fabricate a button-up for the previously pressed button.
562 */
563 ret = ret && midend_really_process_key
564 (me, x, y, (me->pressed_mouse_button +
565 (LEFT_RELEASE - LEFT_BUTTON)));
566 }
567
568 /*
569 * Now send on the event we originally received.
570 */
571 ret = ret && midend_really_process_key(me, x, y, button);
572
573 /*
574 * And update the currently pressed button.
575 */
576 if (IS_MOUSE_RELEASE(button))
577 me->pressed_mouse_button = 0;
578 else if (IS_MOUSE_DOWN(button))
579 me->pressed_mouse_button = button;
580
581 return ret;
582}
583
2ef96bd6 584void midend_redraw(midend_data *me)
585{
586 if (me->statepos > 0 && me->drawstate) {
587 start_draw(me->frontend);
588 if (me->oldstate && me->anim_time > 0 &&
589 me->anim_pos < me->anim_time) {
c822de4a 590 assert(me->dir != 0);
be8d5aa1 591 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
28d0118c 592 me->states[me->statepos-1].state, me->dir,
be8d5aa1 593 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 594 } else {
be8d5aa1 595 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
28d0118c 596 me->states[me->statepos-1].state, +1 /*shrug*/,
be8d5aa1 597 me->ui, 0.0, me->flash_pos);
2ef96bd6 598 }
599 end_draw(me->frontend);
600 }
601}
602
603void midend_timer(midend_data *me, float tplus)
604{
605 me->anim_pos += tplus;
606 if (me->anim_pos >= me->anim_time ||
607 me->anim_time == 0 || !me->oldstate) {
87ed82be 608 if (me->anim_time > 0)
609 midend_finish_move(me);
610 }
48dcdd62 611
87ed82be 612 me->flash_pos += tplus;
613 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
614 me->flash_pos = me->flash_time = 0;
2ef96bd6 615 }
48dcdd62 616
2ef96bd6 617 midend_redraw(me);
48dcdd62 618
619 if (me->timing) {
620 float oldelapsed = me->elapsed;
621 me->elapsed += tplus;
622 if ((int)oldelapsed != (int)me->elapsed)
623 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
624 }
625
626 midend_set_timer(me);
2ef96bd6 627}
628
629float *midend_colours(midend_data *me, int *ncolours)
630{
631 game_state *state = NULL;
632 float *ret;
633
634 if (me->nstates == 0) {
c566778e 635 char *aux = NULL;
6aa6af4c 636 char *desc = me->ourgame->new_desc(me->params, me->random,
637 &aux, TRUE);
c380832d 638 state = me->ourgame->new_game(me, me->params, desc);
1185e3c5 639 sfree(desc);
c566778e 640 sfree(aux);
2ef96bd6 641 } else
28d0118c 642 state = me->states[0].state;
2ef96bd6 643
be8d5aa1 644 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 645
813593cc 646 {
647 int i;
648
649 /*
650 * Allow environment-based overrides for the standard
651 * colours by defining variables along the lines of
652 * `NET_COLOUR_4=6000c0'.
653 */
654
655 for (i = 0; i < *ncolours; i++) {
656 char buf[80], *e;
657 unsigned int r, g, b;
658 int j;
659
660 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
661 for (j = 0; buf[j]; j++)
662 buf[j] = toupper((unsigned char)buf[j]);
663 if ((e = getenv(buf)) != NULL &&
664 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
665 ret[i*3 + 0] = r / 255.0;
666 ret[i*3 + 1] = g / 255.0;
667 ret[i*3 + 2] = b / 255.0;
668 }
669 }
670 }
671
2ef96bd6 672 if (me->nstates == 0)
be8d5aa1 673 me->ourgame->free_game(state);
2ef96bd6 674
675 return ret;
676}
eb2ad6f1 677
678int midend_num_presets(midend_data *me)
679{
680 if (!me->npresets) {
681 char *name;
682 game_params *preset;
683
be8d5aa1 684 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 685 if (me->presetsize <= me->npresets) {
686 me->presetsize = me->npresets + 10;
687 me->presets = sresize(me->presets, me->presetsize,
688 game_params *);
689 me->preset_names = sresize(me->preset_names, me->presetsize,
690 char *);
691 }
692
693 me->presets[me->npresets] = preset;
694 me->preset_names[me->npresets] = name;
695 me->npresets++;
696 }
697 }
698
813593cc 699 {
700 /*
701 * Allow environment-based extensions to the preset list by
702 * defining a variable along the lines of `SOLO_PRESETS=2x3
703 * Advanced:2x3da'. Colon-separated list of items,
704 * alternating between textual titles in the menu and
705 * encoded parameter strings.
706 */
707 char buf[80], *e, *p;
708 int j;
709
710 sprintf(buf, "%s_PRESETS", me->ourgame->name);
711 for (j = 0; buf[j]; j++)
712 buf[j] = toupper((unsigned char)buf[j]);
713
714 if ((e = getenv(buf)) != NULL) {
715 p = e = dupstr(e);
716
717 while (*p) {
718 char *name, *val;
719 game_params *preset;
720
721 name = p;
722 while (*p && *p != ':') p++;
723 if (*p) *p++ = '\0';
724 val = p;
725 while (*p && *p != ':') p++;
726 if (*p) *p++ = '\0';
727
728 preset = me->ourgame->default_params();
729 me->ourgame->decode_params(preset, val);
730
239ba6e6 731 if (me->ourgame->validate_params(preset)) {
732 /* Drop this one from the list. */
733 me->ourgame->free_params(preset);
734 continue;
735 }
736
813593cc 737 if (me->presetsize <= me->npresets) {
738 me->presetsize = me->npresets + 10;
739 me->presets = sresize(me->presets, me->presetsize,
740 game_params *);
741 me->preset_names = sresize(me->preset_names,
742 me->presetsize, char *);
743 }
744
745 me->presets[me->npresets] = preset;
746 me->preset_names[me->npresets] = name;
747 me->npresets++;
748 }
749 }
750 }
751
eb2ad6f1 752 return me->npresets;
753}
754
755void midend_fetch_preset(midend_data *me, int n,
756 char **name, game_params **params)
757{
758 assert(n >= 0 && n < me->npresets);
759 *name = me->preset_names[n];
760 *params = me->presets[n];
761}
fd1a1a2b 762
763int midend_wants_statusbar(midend_data *me)
764{
be8d5aa1 765 return me->ourgame->wants_statusbar();
fd1a1a2b 766}
c8230524 767
0a6892db 768void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc)
c380832d 769{
770 sfree(me->desc);
0a6892db 771 sfree(me->privdesc);
c380832d 772 me->desc = dupstr(desc);
0a6892db 773 me->privdesc = privdesc ? dupstr(privdesc) : NULL;
c380832d 774}
775
5928817c 776config_item *midend_get_config(midend_data *me, int which, char **wintitle)
c8230524 777{
ab53eb64 778 char *titlebuf, *parstr, *rest;
5928817c 779 config_item *ret;
ab53eb64 780 char sep;
5928817c 781
ab53eb64 782 assert(wintitle);
be8d5aa1 783 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 784
785 switch (which) {
786 case CFG_SETTINGS:
be8d5aa1 787 sprintf(titlebuf, "%s configuration", me->ourgame->name);
ab53eb64 788 *wintitle = titlebuf;
be8d5aa1 789 return me->ourgame->configure(me->params);
5928817c 790 case CFG_SEED:
1185e3c5 791 case CFG_DESC:
ab53eb64 792 if (!me->curparams) {
793 sfree(titlebuf);
794 return NULL;
795 }
796 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
1185e3c5 797 which == CFG_SEED ? "random" : "game");
ab53eb64 798 *wintitle = titlebuf;
5928817c 799
800 ret = snewn(2, config_item);
801
802 ret[0].type = C_STRING;
1185e3c5 803 if (which == CFG_SEED)
804 ret[0].name = "Game random seed";
805 else
806 ret[0].name = "Game ID";
5928817c 807 ret[0].ival = 0;
b0e26073 808 /*
1185e3c5 809 * For CFG_DESC the text going in here will be a string
810 * encoding of the restricted parameters, plus a colon,
811 * plus the game description. For CFG_SEED it will be the
812 * full parameters, plus a hash, plus the random seed data.
813 * Either of these is a valid full game ID (although only
814 * the former is likely to persist across many code
815 * changes).
b0e26073 816 */
f60f7e7c 817 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
ab53eb64 818 assert(parstr);
1185e3c5 819 if (which == CFG_DESC) {
ab53eb64 820 rest = me->desc ? me->desc : "";
821 sep = ':';
1185e3c5 822 } else {
ab53eb64 823 rest = me->seedstr ? me->seedstr : "";
824 sep = '#';
1185e3c5 825 }
ab53eb64 826 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
827 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
b0e26073 828 sfree(parstr);
5928817c 829
830 ret[1].type = C_END;
831 ret[1].name = ret[1].sval = NULL;
832 ret[1].ival = 0;
833
834 return ret;
835 }
836
837 assert(!"We shouldn't be here");
838 return NULL;
c8230524 839}
840
1185e3c5 841static char *midend_game_id_int(midend_data *me, char *id, int defmode)
8b7938e7 842{
1185e3c5 843 char *error, *par, *desc, *seed;
8b7938e7 844
1185e3c5 845 seed = strchr(id, '#');
846 desc = strchr(id, ':');
8b7938e7 847
1185e3c5 848 if (desc && (!seed || desc < seed)) {
849 /*
850 * We have a colon separating parameters from game
851 * description. So `par' now points to the parameters
852 * string, and `desc' to the description string.
853 */
854 *desc++ = '\0';
855 par = id;
856 seed = NULL;
857 } else if (seed && (!desc || seed < desc)) {
8b7938e7 858 /*
50ff5730 859 * We have a hash separating parameters from random seed.
1185e3c5 860 * So `par' now points to the parameters string, and `seed'
861 * to the seed string.
8b7938e7 862 */
863 *seed++ = '\0';
864 par = id;
1185e3c5 865 desc = NULL;
8b7938e7 866 } else {
867 /*
1185e3c5 868 * We only have one string. Depending on `defmode', we take
869 * it to be either parameters, seed or description.
8b7938e7 870 */
1185e3c5 871 if (defmode == DEF_SEED) {
8b7938e7 872 seed = id;
1185e3c5 873 par = desc = NULL;
874 } else if (defmode == DEF_DESC) {
875 desc = id;
876 par = seed = NULL;
8b7938e7 877 } else {
8b7938e7 878 par = id;
1185e3c5 879 seed = desc = NULL;
8b7938e7 880 }
881 }
882
883 if (par) {
1185e3c5 884 game_params *tmpparams;
885 tmpparams = me->ourgame->dup_params(me->params);
886 me->ourgame->decode_params(tmpparams, par);
887 error = me->ourgame->validate_params(tmpparams);
8b7938e7 888 if (error) {
1185e3c5 889 me->ourgame->free_params(tmpparams);
8b7938e7 890 return error;
891 }
f60f7e7c 892 if (me->curparams)
893 me->ourgame->free_params(me->curparams);
894 me->curparams = tmpparams;
1185e3c5 895
896 /*
897 * Now filter only the persistent parts of this state into
898 * the long-term params structure, unless we've _only_
899 * received a params string in which case the whole lot is
900 * persistent.
901 */
902 if (seed || desc) {
903 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
904 me->ourgame->decode_params(me->params, tmpstr);
3af70dd4 905 sfree(tmpstr);
1185e3c5 906 } else {
907 me->ourgame->free_params(me->params);
908 me->params = me->ourgame->dup_params(tmpparams);
909 }
8b7938e7 910 }
911
3af70dd4 912 sfree(me->desc);
0a6892db 913 sfree(me->privdesc);
914 me->desc = me->privdesc = NULL;
3af70dd4 915 sfree(me->seedstr);
916 me->seedstr = NULL;
917
1185e3c5 918 if (desc) {
919 error = me->ourgame->validate_desc(me->params, desc);
8b7938e7 920 if (error)
921 return error;
922
1185e3c5 923 me->desc = dupstr(desc);
924 me->genmode = GOT_DESC;
c566778e 925 sfree(me->aux_info);
6f2d8d7c 926 me->aux_info = NULL;
8b7938e7 927 }
928
1185e3c5 929 if (seed) {
1185e3c5 930 me->seedstr = dupstr(seed);
931 me->genmode = GOT_SEED;
932 }
933
8b7938e7 934 return NULL;
935}
936
1185e3c5 937char *midend_game_id(midend_data *me, char *id)
938{
939 return midend_game_id_int(me, id, DEF_PARAMS);
940}
941
5928817c 942char *midend_set_config(midend_data *me, int which, config_item *cfg)
c8230524 943{
8b7938e7 944 char *error;
c8230524 945 game_params *params;
946
5928817c 947 switch (which) {
948 case CFG_SETTINGS:
be8d5aa1 949 params = me->ourgame->custom_params(cfg);
950 error = me->ourgame->validate_params(params);
c8230524 951
5928817c 952 if (error) {
be8d5aa1 953 me->ourgame->free_params(params);
5928817c 954 return error;
955 }
c8230524 956
be8d5aa1 957 me->ourgame->free_params(me->params);
5928817c 958 me->params = params;
959 break;
960
961 case CFG_SEED:
1185e3c5 962 case CFG_DESC:
963 error = midend_game_id_int(me, cfg[0].sval,
964 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
5928817c 965 if (error)
966 return error;
5928817c 967 break;
968 }
c8230524 969
970 return NULL;
971}
9b4b03d3 972
973char *midend_text_format(midend_data *me)
974{
975 if (me->ourgame->can_format_as_text && me->statepos > 0)
28d0118c 976 return me->ourgame->text_format(me->states[me->statepos-1].state);
9b4b03d3 977 else
978 return NULL;
979}
2ac6d24e 980
981char *midend_solve(midend_data *me)
982{
983 game_state *s;
df11cd4e 984 char *msg, *movestr;
2ac6d24e 985
986 if (!me->ourgame->can_solve)
987 return "This game does not support the Solve operation";
988
989 if (me->statepos < 1)
990 return "No game set up to solve"; /* _shouldn't_ happen! */
991
992 msg = "Solve operation failed"; /* game _should_ overwrite on error */
df11cd4e 993 movestr = me->ourgame->solve(me->states[0].state,
994 me->states[me->statepos-1].state,
995 me->aux_info, &msg);
996 if (!movestr)
2ac6d24e 997 return msg;
df11cd4e 998 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
999 assert(s);
1000 sfree(movestr);
2ac6d24e 1001
1002 /*
28d0118c 1003 * Now enter the solved state as the next move.
2ac6d24e 1004 */
1005 midend_stop_anim(me);
1006 while (me->nstates > me->statepos)
28d0118c 1007 me->ourgame->free_game(me->states[--me->nstates].state);
2ac6d24e 1008 ensure(me);
28d0118c 1009 me->states[me->nstates].state = s;
1010 me->states[me->nstates].special = TRUE; /* created using solve */
2ac6d24e 1011 me->statepos = ++me->nstates;
07dfb697 1012 if (me->ui)
1013 me->ourgame->changed_state(me->ui,
1014 me->states[me->statepos-2].state,
1015 me->states[me->statepos-1].state);
2ac6d24e 1016 me->anim_time = 0.0;
1017 midend_finish_move(me);
1018 midend_redraw(me);
48dcdd62 1019 midend_set_timer(me);
2ac6d24e 1020 return NULL;
1021}
48dcdd62 1022
1023char *midend_rewrite_statusbar(midend_data *me, char *text)
1024{
1025 /*
1026 * An important special case is that we are occasionally called
1027 * with our own laststatus, to update the timer.
1028 */
1029 if (me->laststatus != text) {
1030 sfree(me->laststatus);
1031 me->laststatus = dupstr(text);
1032 }
1033
1034 if (me->ourgame->is_timed) {
1035 char timebuf[100], *ret;
1036 int min, sec;
1037
1038 sec = me->elapsed;
1039 min = sec / 60;
1040 sec %= 60;
1041 sprintf(timebuf, "[%d:%02d] ", min, sec);
1042
1043 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1044 strcpy(ret, timebuf);
1045 strcat(ret, text);
1046 return ret;
1047
1048 } else {
1049 return dupstr(text);
1050 }
1051}