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