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/quit.
16 enum { DEF_PARAMS
, DEF_SEED
, DEF_DESC
}; /* for midend_game_id_int */
18 struct midend_state_entry
{
20 int special
; /* created by solve or restart */
29 * `desc' and `privdesc' deserve a comment.
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'
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.)
50 char *desc
, *privdesc
, *seedstr
;
51 game_aux_info
*aux_info
;
52 enum { GOT_SEED
, GOT_DESC
, GOT_NOTHING
} genmode
;
53 int nstates
, statesize
, statepos
;
55 game_params
**presets
;
57 int npresets
, presetsize
;
59 game_params
*params
, *curparams
;
60 struct midend_state_entry
*states
;
61 game_drawstate
*drawstate
;
64 float anim_time
, anim_pos
;
65 float flash_time
, flash_pos
;
72 int pressed_mouse_button
;
74 int winwidth
, winheight
;
77 #define ensure(me) do { \
78 if ((me)->nstates >= (me)->statesize) { \
79 (me)->statesize = (me)->nstates + 128; \
80 (me)->states = sresize((me)->states, (me)->statesize, \
81 struct midend_state_entry); \
85 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
87 midend_data
*me
= snew(midend_data
);
91 get_random_seed(&randseed
, &randseedsize
);
94 me
->ourgame
= ourgame
;
95 me
->random
= random_init(randseed
, randseedsize
);
96 me
->nstates
= me
->statesize
= me
->statepos
= 0;
98 me
->params
= ourgame
->default_params();
100 me
->desc
= me
->privdesc
= NULL
;
103 me
->genmode
= GOT_NOTHING
;
104 me
->drawstate
= NULL
;
107 me
->preset_names
= NULL
;
108 me
->npresets
= me
->presetsize
= 0;
109 me
->anim_time
= me
->anim_pos
= 0.0F
;
110 me
->flash_time
= me
->flash_pos
= 0.0F
;
113 me
->pressed_mouse_button
= 0;
114 me
->laststatus
= NULL
;
117 me
->winwidth
= me
->winheight
= 0;
124 static void midend_free_game(midend_data
*me
)
126 while (me
->nstates
> 0)
127 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
130 me
->ourgame
->free_drawstate(me
->drawstate
);
133 void midend_free(midend_data
*me
)
137 midend_free_game(me
);
139 random_free(me
->random
);
144 me
->ourgame
->free_aux_info(me
->aux_info
);
145 me
->ourgame
->free_params(me
->params
);
147 for (i
= 0; i
< me
->npresets
; i
++) {
148 sfree(me
->presets
[i
]);
149 sfree(me
->preset_names
[i
]);
152 sfree(me
->preset_names
);
155 me
->ourgame
->free_ui(me
->ui
);
157 me
->ourgame
->free_params(me
->curparams
);
158 sfree(me
->laststatus
);
162 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
)
164 me
->ourgame
->size(me
->params
, me
->drawstate
, x
, y
, expand
);
169 void midend_set_params(midend_data
*me
, game_params
*params
)
171 me
->ourgame
->free_params(me
->params
);
172 me
->params
= me
->ourgame
->dup_params(params
);
175 static void midend_set_timer(midend_data
*me
)
177 me
->timing
= (me
->ourgame
->is_timed
&&
178 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
));
179 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
180 activate_timer(me
->frontend
);
182 deactivate_timer(me
->frontend
);
185 static void midend_size_new_drawstate(midend_data
*me
)
187 me
->ourgame
->size(me
->params
, me
->drawstate
, &me
->winwidth
, &me
->winheight
,
191 void midend_force_redraw(midend_data
*me
)
194 me
->ourgame
->free_drawstate(me
->drawstate
);
195 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
196 midend_size_new_drawstate(me
);
200 void midend_new_game(midend_data
*me
)
202 midend_free_game(me
);
204 assert(me
->nstates
== 0);
206 if (me
->genmode
== GOT_DESC
) {
207 me
->genmode
= GOT_NOTHING
;
211 if (me
->genmode
== GOT_SEED
) {
212 me
->genmode
= GOT_NOTHING
;
215 * Generate a new random seed. 15 digits comes to about
216 * 48 bits, which should be more than enough.
218 * I'll avoid putting a leading zero on the number,
219 * just in case it confuses anybody who thinks it's
220 * processed as an integer rather than a string.
225 newseed
[0] = '1' + random_upto(me
->random
, 9);
226 for (i
= 1; i
< 15; i
++)
227 newseed
[i
] = '0' + random_upto(me
->random
, 10);
229 me
->seedstr
= dupstr(newseed
);
232 me
->ourgame
->free_params(me
->curparams
);
233 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
239 me
->ourgame
->free_aux_info(me
->aux_info
);
242 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
243 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
244 &me
->aux_info
, TRUE
);
250 me
->states
[me
->nstates
].state
=
251 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
252 me
->states
[me
->nstates
].special
= TRUE
;
255 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
256 midend_size_new_drawstate(me
);
258 midend_set_timer(me
);
260 me
->ourgame
->free_ui(me
->ui
);
261 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
262 me
->pressed_mouse_button
= 0;
265 static int midend_undo(midend_data
*me
)
267 if (me
->statepos
> 1) {
269 me
->ourgame
->changed_state(me
->ui
,
270 me
->states
[me
->statepos
-1].state
,
271 me
->states
[me
->statepos
-2].state
);
279 static int midend_redo(midend_data
*me
)
281 if (me
->statepos
< me
->nstates
) {
283 me
->ourgame
->changed_state(me
->ui
,
284 me
->states
[me
->statepos
-1].state
,
285 me
->states
[me
->statepos
].state
);
293 static void midend_finish_move(midend_data
*me
)
298 * We do not flash if the later of the two states is special.
299 * This covers both forward Solve moves and backward (undone)
302 if ((me
->oldstate
|| me
->statepos
> 1) &&
303 ((me
->dir
> 0 && !me
->states
[me
->statepos
-1].special
) ||
304 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
305 !me
->states
[me
->statepos
].special
))) {
306 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
307 me
->states
[me
->statepos
-2].state
,
308 me
->states
[me
->statepos
-1].state
,
309 me
->oldstate ? me
->dir
: +1,
312 me
->flash_pos
= 0.0F
;
313 me
->flash_time
= flashtime
;
318 me
->ourgame
->free_game(me
->oldstate
);
320 me
->anim_pos
= me
->anim_time
= 0;
323 midend_set_timer(me
);
326 void midend_stop_anim(midend_data
*me
)
328 if (me
->oldstate
|| me
->anim_time
) {
329 midend_finish_move(me
);
334 void midend_restart_game(midend_data
*me
)
338 midend_stop_anim(me
);
340 assert(me
->statepos
>= 1);
341 if (me
->statepos
== 1)
342 return; /* no point doing anything at all! */
345 * During restart, we reconstruct the game from the (public)
346 * game description rather than from states[0], because that
347 * way Mines gets slightly more sensible behaviour (restart
348 * goes to _after_ the first click so you don't have to
349 * remember where you clicked).
351 s
= me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
354 * Now enter the restarted state as the next move.
356 midend_stop_anim(me
);
357 while (me
->nstates
> me
->statepos
)
358 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
360 me
->states
[me
->nstates
].state
= s
;
361 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
362 me
->statepos
= ++me
->nstates
;
364 me
->ourgame
->changed_state(me
->ui
,
365 me
->states
[me
->statepos
-2].state
,
366 me
->states
[me
->statepos
-1].state
);
368 midend_finish_move(me
);
370 midend_set_timer(me
);
373 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
375 game_state
*oldstate
=
376 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
377 int special
= FALSE
, gotspecial
= FALSE
, ret
= 1;
380 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
381 midend_stop_anim(me
);
384 goto done
; /* never animate */
385 } else if (button
== 'u' || button
== 'u' ||
386 button
== '\x1A' || button
== '\x1F') {
387 midend_stop_anim(me
);
388 special
= me
->states
[me
->statepos
-1].special
;
390 if (!midend_undo(me
))
392 } else if (button
== 'r' || button
== 'R' ||
393 button
== '\x12' || button
== '\x19') {
394 midend_stop_anim(me
);
395 if (!midend_redo(me
))
397 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
405 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
406 me
->ui
, me
->drawstate
, x
, y
, button
);
410 s
= me
->states
[me
->statepos
-1].state
;
412 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
418 if (s
== me
->states
[me
->statepos
-1].state
) {
420 * make_move() is allowed to return its input state to
421 * indicate that although no move has been made, the UI
422 * state has been updated and a redraw is called for.
427 midend_stop_anim(me
);
428 while (me
->nstates
> me
->statepos
)
429 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
431 me
->states
[me
->nstates
].state
= s
;
432 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
433 me
->statepos
= ++me
->nstates
;
441 special
= me
->states
[me
->statepos
-1].special
;
444 * See if this move requires an animation.
449 anim_time
= me
->ourgame
->anim_length(oldstate
,
450 me
->states
[me
->statepos
-1].state
,
454 me
->oldstate
= oldstate
; oldstate
= NULL
;
456 me
->anim_time
= anim_time
;
459 midend_finish_move(me
);
465 midend_set_timer(me
);
468 if (oldstate
) me
->ourgame
->free_game(oldstate
);
472 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
477 * Harmonise mouse drag and release messages.
479 * Some front ends might accidentally switch from sending, say,
480 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
481 * drag. (This can happen on the Mac, for example, since
482 * RIGHT_DRAG is usually done using Command+drag, and if the
483 * user accidentally releases Command half way through the drag
484 * then there will be trouble.)
486 * It would be an O(number of front ends) annoyance to fix this
487 * in the front ends, but an O(number of back ends) annoyance
488 * to have each game capable of dealing with it. Therefore, we
489 * fix it _here_ in the common midend code so that it only has
492 * The possible ways in which things can go screwy in the front
495 * - in a system containing multiple physical buttons button
496 * presses can inadvertently overlap. We can see ABab (caps
497 * meaning button-down and lowercase meaning button-up) when
498 * the user had semantically intended AaBb.
500 * - in a system where one button is simulated by means of a
501 * modifier key and another button, buttons can mutate
502 * between press and release (possibly during drag). So we
503 * can see Ab instead of Aa.
505 * Definite requirements are:
507 * - button _presses_ must never be invented or destroyed. If
508 * the user presses two buttons in succession, the button
509 * presses must be transferred to the backend unchanged. So
510 * if we see AaBb , that's fine; if we see ABab (the button
511 * presses inadvertently overlapped) we must somehow
512 * `correct' it to AaBb.
514 * - every mouse action must end up looking like a press, zero
515 * or more drags, then a release. This allows back ends to
516 * make the _assumption_ that incoming mouse data will be
517 * sane in this regard, and not worry about the details.
519 * So my policy will be:
521 * - treat any button-up as a button-up for the currently
522 * pressed button, or ignore it if there is no currently
525 * - treat any drag as a drag for the currently pressed
526 * button, or ignore it if there is no currently pressed
529 * - if we see a button-down while another button is currently
530 * pressed, invent a button-up for the first one and then
531 * pass the button-down through as before.
533 * 2005-05-31: An addendum to the above. Some games might want
534 * a `priority order' among buttons, such that if one button is
535 * pressed while another is down then a fixed one of the
536 * buttons takes priority no matter what order they're pressed
537 * in. Mines, in particular, wants to treat a left+right click
538 * like a left click for the benefit of users of other
539 * implementations. So the last of the above points is modified
540 * in the presence of an (optional) button priority order.
542 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
543 if (me
->pressed_mouse_button
) {
544 if (IS_MOUSE_DRAG(button
)) {
545 button
= me
->pressed_mouse_button
+
546 (LEFT_DRAG
- LEFT_BUTTON
);
548 button
= me
->pressed_mouse_button
+
549 (LEFT_RELEASE
- LEFT_BUTTON
);
552 return ret
; /* ignore it */
553 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
555 * If the new button has lower priority than the old one,
556 * don't bother doing this.
558 if (me
->ourgame
->mouse_priorities
&
559 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
560 return ret
; /* just ignore it */
563 * Fabricate a button-up for the previously pressed button.
565 ret
= ret
&& midend_really_process_key
566 (me
, x
, y
, (me
->pressed_mouse_button
+
567 (LEFT_RELEASE
- LEFT_BUTTON
)));
571 * Now send on the event we originally received.
573 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
576 * And update the currently pressed button.
578 if (IS_MOUSE_RELEASE(button
))
579 me
->pressed_mouse_button
= 0;
580 else if (IS_MOUSE_DOWN(button
))
581 me
->pressed_mouse_button
= button
;
586 void midend_redraw(midend_data
*me
)
588 if (me
->statepos
> 0 && me
->drawstate
) {
589 start_draw(me
->frontend
);
590 if (me
->oldstate
&& me
->anim_time
> 0 &&
591 me
->anim_pos
< me
->anim_time
) {
592 assert(me
->dir
!= 0);
593 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
594 me
->states
[me
->statepos
-1].state
, me
->dir
,
595 me
->ui
, me
->anim_pos
, me
->flash_pos
);
597 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
598 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
599 me
->ui
, 0.0, me
->flash_pos
);
601 end_draw(me
->frontend
);
605 void midend_timer(midend_data
*me
, float tplus
)
607 me
->anim_pos
+= tplus
;
608 if (me
->anim_pos
>= me
->anim_time
||
609 me
->anim_time
== 0 || !me
->oldstate
) {
610 if (me
->anim_time
> 0)
611 midend_finish_move(me
);
614 me
->flash_pos
+= tplus
;
615 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
616 me
->flash_pos
= me
->flash_time
= 0;
622 float oldelapsed
= me
->elapsed
;
623 me
->elapsed
+= tplus
;
624 if ((int)oldelapsed
!= (int)me
->elapsed
)
625 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
628 midend_set_timer(me
);
631 float *midend_colours(midend_data
*me
, int *ncolours
)
633 game_state
*state
= NULL
;
636 if (me
->nstates
== 0) {
637 game_aux_info
*aux
= NULL
;
638 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
640 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
643 me
->ourgame
->free_aux_info(aux
);
645 state
= me
->states
[0].state
;
647 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
653 * Allow environment-based overrides for the standard
654 * colours by defining variables along the lines of
655 * `NET_COLOUR_4=6000c0'.
658 for (i
= 0; i
< *ncolours
; i
++) {
660 unsigned int r
, g
, b
;
663 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
664 for (j
= 0; buf
[j
]; j
++)
665 buf
[j
] = toupper((unsigned char)buf
[j
]);
666 if ((e
= getenv(buf
)) != NULL
&&
667 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
668 ret
[i
*3 + 0] = r
/ 255.0;
669 ret
[i
*3 + 1] = g
/ 255.0;
670 ret
[i
*3 + 2] = b
/ 255.0;
675 if (me
->nstates
== 0)
676 me
->ourgame
->free_game(state
);
681 int midend_num_presets(midend_data
*me
)
687 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
688 if (me
->presetsize
<= me
->npresets
) {
689 me
->presetsize
= me
->npresets
+ 10;
690 me
->presets
= sresize(me
->presets
, me
->presetsize
,
692 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
696 me
->presets
[me
->npresets
] = preset
;
697 me
->preset_names
[me
->npresets
] = name
;
704 * Allow environment-based extensions to the preset list by
705 * defining a variable along the lines of `SOLO_PRESETS=2x3
706 * Advanced:2x3da'. Colon-separated list of items,
707 * alternating between textual titles in the menu and
708 * encoded parameter strings.
710 char buf
[80], *e
, *p
;
713 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
714 for (j
= 0; buf
[j
]; j
++)
715 buf
[j
] = toupper((unsigned char)buf
[j
]);
717 if ((e
= getenv(buf
)) != NULL
) {
725 while (*p
&& *p
!= ':') p
++;
728 while (*p
&& *p
!= ':') p
++;
731 preset
= me
->ourgame
->default_params();
732 me
->ourgame
->decode_params(preset
, val
);
734 if (me
->ourgame
->validate_params(preset
)) {
735 /* Drop this one from the list. */
736 me
->ourgame
->free_params(preset
);
740 if (me
->presetsize
<= me
->npresets
) {
741 me
->presetsize
= me
->npresets
+ 10;
742 me
->presets
= sresize(me
->presets
, me
->presetsize
,
744 me
->preset_names
= sresize(me
->preset_names
,
745 me
->presetsize
, char *);
748 me
->presets
[me
->npresets
] = preset
;
749 me
->preset_names
[me
->npresets
] = name
;
758 void midend_fetch_preset(midend_data
*me
, int n
,
759 char **name
, game_params
**params
)
761 assert(n
>= 0 && n
< me
->npresets
);
762 *name
= me
->preset_names
[n
];
763 *params
= me
->presets
[n
];
766 int midend_wants_statusbar(midend_data
*me
)
768 return me
->ourgame
->wants_statusbar();
771 void midend_supersede_game_desc(midend_data
*me
, char *desc
, char *privdesc
)
775 me
->desc
= dupstr(desc
);
776 me
->privdesc
= privdesc ?
dupstr(privdesc
) : NULL
;
779 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
781 char *titlebuf
, *parstr
, *rest
;
786 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
790 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
791 *wintitle
= titlebuf
;
792 return me
->ourgame
->configure(me
->params
);
795 if (!me
->curparams
) {
799 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
800 which
== CFG_SEED ?
"random" : "game");
801 *wintitle
= titlebuf
;
803 ret
= snewn(2, config_item
);
805 ret
[0].type
= C_STRING
;
806 if (which
== CFG_SEED
)
807 ret
[0].name
= "Game random seed";
809 ret
[0].name
= "Game ID";
812 * For CFG_DESC the text going in here will be a string
813 * encoding of the restricted parameters, plus a colon,
814 * plus the game description. For CFG_SEED it will be the
815 * full parameters, plus a hash, plus the random seed data.
816 * Either of these is a valid full game ID (although only
817 * the former is likely to persist across many code
820 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
822 if (which
== CFG_DESC
) {
823 rest
= me
->desc ? me
->desc
: "";
826 rest
= me
->seedstr ? me
->seedstr
: "";
829 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
830 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
834 ret
[1].name
= ret
[1].sval
= NULL
;
840 assert(!"We shouldn't be here");
844 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
846 char *error
, *par
, *desc
, *seed
;
848 seed
= strchr(id
, '#');
849 desc
= strchr(id
, ':');
851 if (desc
&& (!seed
|| desc
< seed
)) {
853 * We have a colon separating parameters from game
854 * description. So `par' now points to the parameters
855 * string, and `desc' to the description string.
860 } else if (seed
&& (!desc
|| seed
< desc
)) {
862 * We have a hash separating parameters from random seed.
863 * So `par' now points to the parameters string, and `seed'
864 * to the seed string.
871 * We only have one string. Depending on `defmode', we take
872 * it to be either parameters, seed or description.
874 if (defmode
== DEF_SEED
) {
877 } else if (defmode
== DEF_DESC
) {
887 game_params
*tmpparams
;
888 tmpparams
= me
->ourgame
->dup_params(me
->params
);
889 me
->ourgame
->decode_params(tmpparams
, par
);
890 error
= me
->ourgame
->validate_params(tmpparams
);
892 me
->ourgame
->free_params(tmpparams
);
896 me
->ourgame
->free_params(me
->curparams
);
897 me
->curparams
= tmpparams
;
900 * Now filter only the persistent parts of this state into
901 * the long-term params structure, unless we've _only_
902 * received a params string in which case the whole lot is
906 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
907 me
->ourgame
->decode_params(me
->params
, tmpstr
);
910 me
->ourgame
->free_params(me
->params
);
911 me
->params
= me
->ourgame
->dup_params(tmpparams
);
917 me
->desc
= me
->privdesc
= NULL
;
922 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
926 me
->desc
= dupstr(desc
);
927 me
->genmode
= GOT_DESC
;
929 me
->ourgame
->free_aux_info(me
->aux_info
);
934 me
->seedstr
= dupstr(seed
);
935 me
->genmode
= GOT_SEED
;
941 char *midend_game_id(midend_data
*me
, char *id
)
943 return midend_game_id_int(me
, id
, DEF_PARAMS
);
946 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
953 params
= me
->ourgame
->custom_params(cfg
);
954 error
= me
->ourgame
->validate_params(params
);
957 me
->ourgame
->free_params(params
);
961 me
->ourgame
->free_params(me
->params
);
967 error
= midend_game_id_int(me
, cfg
[0].sval
,
968 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
977 char *midend_text_format(midend_data
*me
)
979 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
980 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
985 char *midend_solve(midend_data
*me
)
990 if (!me
->ourgame
->can_solve
)
991 return "This game does not support the Solve operation";
993 if (me
->statepos
< 1)
994 return "No game set up to solve"; /* _shouldn't_ happen! */
996 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
997 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
998 me
->states
[me
->statepos
-1].state
,
1002 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
1007 * Now enter the solved state as the next move.
1009 midend_stop_anim(me
);
1010 while (me
->nstates
> me
->statepos
)
1011 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
1013 me
->states
[me
->nstates
].state
= s
;
1014 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
1015 me
->statepos
= ++me
->nstates
;
1017 me
->ourgame
->changed_state(me
->ui
,
1018 me
->states
[me
->statepos
-2].state
,
1019 me
->states
[me
->statepos
-1].state
);
1020 me
->anim_time
= 0.0;
1021 midend_finish_move(me
);
1023 midend_set_timer(me
);
1027 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
1030 * An important special case is that we are occasionally called
1031 * with our own laststatus, to update the timer.
1033 if (me
->laststatus
!= text
) {
1034 sfree(me
->laststatus
);
1035 me
->laststatus
= dupstr(text
);
1038 if (me
->ourgame
->is_timed
) {
1039 char timebuf
[100], *ret
;
1045 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1047 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1048 strcpy(ret
, timebuf
);
1053 return dupstr(text
);