Infrastructure change which I've been thinking about for a while:
[sgt/puzzles] / midend.c
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/quit.
6 */
7
8 #include <stdio.h>
9 #include <string.h>
10 #include <assert.h>
11 #include <stdlib.h>
12 #include <ctype.h>
13
14 #include "puzzles.h"
15
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
17
18 struct midend_state_entry {
19 game_state *state;
20 int special; /* created by solve or restart */
21 };
22
23 struct midend_data {
24 frontend *frontend;
25 random_state *random;
26 const game *ourgame;
27
28 char *desc, *seedstr;
29 game_aux_info *aux_info;
30 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
31 int nstates, statesize, statepos;
32
33 game_params **presets;
34 char **preset_names;
35 int npresets, presetsize;
36
37 game_params *params, *curparams;
38 struct midend_state_entry *states;
39 game_drawstate *drawstate;
40 game_state *oldstate;
41 game_ui *ui;
42 float anim_time, anim_pos;
43 float flash_time, flash_pos;
44 int dir;
45
46 int timing;
47 float elapsed;
48 char *laststatus;
49
50 int pressed_mouse_button;
51
52 int winwidth, winheight;
53 };
54
55 #define ensure(me) do { \
56 if ((me)->nstates >= (me)->statesize) { \
57 (me)->statesize = (me)->nstates + 128; \
58 (me)->states = sresize((me)->states, (me)->statesize, \
59 struct midend_state_entry); \
60 } \
61 } while (0)
62
63 midend_data *midend_new(frontend *fe, const game *ourgame)
64 {
65 midend_data *me = snew(midend_data);
66 void *randseed;
67 int randseedsize;
68
69 get_random_seed(&randseed, &randseedsize);
70
71 me->frontend = fe;
72 me->ourgame = ourgame;
73 me->random = random_init(randseed, randseedsize);
74 me->nstates = me->statesize = me->statepos = 0;
75 me->states = NULL;
76 me->params = ourgame->default_params();
77 me->curparams = NULL;
78 me->desc = NULL;
79 me->seedstr = NULL;
80 me->aux_info = NULL;
81 me->genmode = GOT_NOTHING;
82 me->drawstate = NULL;
83 me->oldstate = NULL;
84 me->presets = NULL;
85 me->preset_names = NULL;
86 me->npresets = me->presetsize = 0;
87 me->anim_time = me->anim_pos = 0.0F;
88 me->flash_time = me->flash_pos = 0.0F;
89 me->dir = 0;
90 me->ui = NULL;
91 me->pressed_mouse_button = 0;
92 me->laststatus = NULL;
93 me->timing = FALSE;
94 me->elapsed = 0.0F;
95 me->winwidth = me->winheight = 0;
96
97 sfree(randseed);
98
99 return me;
100 }
101
102 static 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
111 void midend_free(midend_data *me)
112 {
113 int i;
114
115 midend_free_game(me);
116
117 random_free(me->random);
118 sfree(me->states);
119 sfree(me->desc);
120 sfree(me->seedstr);
121 if (me->aux_info)
122 me->ourgame->free_aux_info(me->aux_info);
123 me->ourgame->free_params(me->params);
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);
134 if (me->curparams)
135 me->ourgame->free_params(me->curparams);
136 sfree(me->laststatus);
137 sfree(me);
138 }
139
140 void midend_size(midend_data *me, int *x, int *y, int expand)
141 {
142 me->ourgame->size(me->params, me->drawstate, x, y, expand);
143 me->winwidth = *x;
144 me->winheight = *y;
145 }
146
147 void midend_set_params(midend_data *me, game_params *params)
148 {
149 me->ourgame->free_params(me->params);
150 me->params = me->ourgame->dup_params(params);
151 }
152
153 static 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
163 static 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
169 void 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);
174 midend_size_new_drawstate(me);
175 midend_redraw(me);
176 }
177
178 void midend_new_game(midend_data *me)
179 {
180 midend_free_game(me);
181
182 assert(me->nstates == 0);
183
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.
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.
199 */
200 char newseed[16];
201 int i;
202 newseed[15] = '\0';
203 newseed[0] = '1' + random_upto(me->random, 9);
204 for (i = 1; i < 15; i++)
205 newseed[i] = '0' + random_upto(me->random, 10);
206 sfree(me->seedstr);
207 me->seedstr = dupstr(newseed);
208
209 if (me->curparams)
210 me->ourgame->free_params(me->curparams);
211 me->curparams = me->ourgame->dup_params(me->params);
212 }
213
214 sfree(me->desc);
215 if (me->aux_info)
216 me->ourgame->free_aux_info(me->aux_info);
217 me->aux_info = NULL;
218
219 rs = random_init(me->seedstr, strlen(me->seedstr));
220 me->desc = me->ourgame->new_desc(me->curparams, rs,
221 &me->aux_info, TRUE);
222 random_free(rs);
223 }
224
225 ensure(me);
226 me->states[me->nstates].state =
227 me->ourgame->new_game(me, me->params, me->desc);
228 me->states[me->nstates].special = TRUE;
229 me->nstates++;
230 me->statepos = 1;
231 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
232 midend_size_new_drawstate(me);
233 me->elapsed = 0.0F;
234 midend_set_timer(me);
235 if (me->ui)
236 me->ourgame->free_ui(me->ui);
237 me->ui = me->ourgame->new_ui(me->states[0].state);
238 me->pressed_mouse_button = 0;
239 }
240
241 static int midend_undo(midend_data *me)
242 {
243 if (me->statepos > 1) {
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);
248 me->statepos--;
249 me->dir = -1;
250 return 1;
251 } else
252 return 0;
253 }
254
255 static int midend_redo(midend_data *me)
256 {
257 if (me->statepos < me->nstates) {
258 if (me->ui)
259 me->ourgame->changed_state(me->ui,
260 me->states[me->statepos-1].state,
261 me->states[me->statepos].state);
262 me->statepos++;
263 me->dir = +1;
264 return 1;
265 } else
266 return 0;
267 }
268
269 static void midend_finish_move(midend_data *me)
270 {
271 float flashtime;
272
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))) {
282 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
283 me->states[me->statepos-2].state,
284 me->states[me->statepos-1].state,
285 me->oldstate ? me->dir : +1,
286 me->ui);
287 if (flashtime > 0) {
288 me->flash_pos = 0.0F;
289 me->flash_time = flashtime;
290 }
291 }
292
293 if (me->oldstate)
294 me->ourgame->free_game(me->oldstate);
295 me->oldstate = NULL;
296 me->anim_pos = me->anim_time = 0;
297 me->dir = 0;
298
299 midend_set_timer(me);
300 }
301
302 void midend_stop_anim(midend_data *me)
303 {
304 if (me->oldstate || me->anim_time) {
305 midend_finish_move(me);
306 midend_redraw(me);
307 }
308 }
309
310 void midend_restart_game(midend_data *me)
311 {
312 game_state *s;
313
314 midend_stop_anim(me);
315
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;
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);
336 me->anim_time = 0.0;
337 midend_finish_move(me);
338 midend_redraw(me);
339 midend_set_timer(me);
340 }
341
342 static int midend_really_process_key(midend_data *me, int x, int y, int button)
343 {
344 game_state *oldstate =
345 me->ourgame->dup_game(me->states[me->statepos - 1].state);
346 int special = FALSE, gotspecial = FALSE, ret = 1;
347 float anim_time;
348
349 if (button == 'n' || button == 'N' || button == '\x0E') {
350 midend_stop_anim(me);
351 midend_new_game(me);
352 midend_redraw(me);
353 goto done; /* never animate */
354 } else if (button == 'u' || button == 'u' ||
355 button == '\x1A' || button == '\x1F') {
356 midend_stop_anim(me);
357 special = me->states[me->statepos-1].special;
358 gotspecial = TRUE;
359 if (!midend_undo(me))
360 goto done;
361 } else if (button == 'r' || button == 'R' ||
362 button == '\x12' || button == '\x19') {
363 midend_stop_anim(me);
364 if (!midend_redo(me))
365 goto done;
366 } else if (button == 'q' || button == 'Q' || button == '\x11') {
367 ret = 0;
368 goto done;
369 } else {
370 game_state *s =
371 me->ourgame->make_move(me->states[me->statepos-1].state,
372 me->ui, me->drawstate, x, y, button);
373
374 if (s == me->states[me->statepos-1].state) {
375 /*
376 * make_move() is allowed to return its input state to
377 * indicate that although no move has been made, the UI
378 * state has been updated and a redraw is called for.
379 */
380 midend_redraw(me);
381 goto done;
382 } else if (s) {
383 midend_stop_anim(me);
384 while (me->nstates > me->statepos)
385 me->ourgame->free_game(me->states[--me->nstates].state);
386 ensure(me);
387 me->states[me->nstates].state = s;
388 me->states[me->nstates].special = FALSE; /* normal move */
389 me->statepos = ++me->nstates;
390 me->dir = +1;
391 } else {
392 goto done;
393 }
394 }
395
396 if (!gotspecial)
397 special = me->states[me->statepos-1].special;
398
399 /*
400 * See if this move requires an animation.
401 */
402 if (special) {
403 anim_time = 0;
404 } else {
405 anim_time = me->ourgame->anim_length(oldstate,
406 me->states[me->statepos-1].state,
407 me->dir, me->ui);
408 }
409
410 me->oldstate = oldstate; oldstate = NULL;
411 if (anim_time > 0) {
412 me->anim_time = anim_time;
413 } else {
414 me->anim_time = 0.0;
415 midend_finish_move(me);
416 }
417 me->anim_pos = 0.0;
418
419 midend_redraw(me);
420
421 midend_set_timer(me);
422
423 done:
424 if (oldstate) me->ourgame->free_game(oldstate);
425 return ret;
426 }
427
428 int midend_process_key(midend_data *me, int x, int y, int button)
429 {
430 int ret = 1;
431
432 /*
433 * Harmonise mouse drag and release messages.
434 *
435 * Some front ends might accidentally switch from sending, say,
436 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
437 * drag. (This can happen on the Mac, for example, since
438 * RIGHT_DRAG is usually done using Command+drag, and if the
439 * user accidentally releases Command half way through the drag
440 * then there will be trouble.)
441 *
442 * It would be an O(number of front ends) annoyance to fix this
443 * in the front ends, but an O(number of back ends) annoyance
444 * to have each game capable of dealing with it. Therefore, we
445 * fix it _here_ in the common midend code so that it only has
446 * to be done once.
447 *
448 * The possible ways in which things can go screwy in the front
449 * end are:
450 *
451 * - in a system containing multiple physical buttons button
452 * presses can inadvertently overlap. We can see ABab (caps
453 * meaning button-down and lowercase meaning button-up) when
454 * the user had semantically intended AaBb.
455 *
456 * - in a system where one button is simulated by means of a
457 * modifier key and another button, buttons can mutate
458 * between press and release (possibly during drag). So we
459 * can see Ab instead of Aa.
460 *
461 * Definite requirements are:
462 *
463 * - button _presses_ must never be invented or destroyed. If
464 * the user presses two buttons in succession, the button
465 * presses must be transferred to the backend unchanged. So
466 * if we see AaBb , that's fine; if we see ABab (the button
467 * presses inadvertently overlapped) we must somehow
468 * `correct' it to AaBb.
469 *
470 * - every mouse action must end up looking like a press, zero
471 * or more drags, then a release. This allows back ends to
472 * make the _assumption_ that incoming mouse data will be
473 * sane in this regard, and not worry about the details.
474 *
475 * So my policy will be:
476 *
477 * - treat any button-up as a button-up for the currently
478 * pressed button, or ignore it if there is no currently
479 * pressed button.
480 *
481 * - treat any drag as a drag for the currently pressed
482 * button, or ignore it if there is no currently pressed
483 * button.
484 *
485 * - if we see a button-down while another button is currently
486 * pressed, invent a button-up for the first one and then
487 * pass the button-down through as before.
488 *
489 * 2005-05-31: An addendum to the above. Some games might want
490 * a `priority order' among buttons, such that if one button is
491 * pressed while another is down then a fixed one of the
492 * buttons takes priority no matter what order they're pressed
493 * in. Mines, in particular, wants to treat a left+right click
494 * like a left click for the benefit of users of other
495 * implementations. So the last of the above points is modified
496 * in the presence of an (optional) button priority order.
497 */
498 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
499 if (me->pressed_mouse_button) {
500 if (IS_MOUSE_DRAG(button)) {
501 button = me->pressed_mouse_button +
502 (LEFT_DRAG - LEFT_BUTTON);
503 } else {
504 button = me->pressed_mouse_button +
505 (LEFT_RELEASE - LEFT_BUTTON);
506 }
507 } else
508 return ret; /* ignore it */
509 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
510 /*
511 * If the new button has lower priority than the old one,
512 * don't bother doing this.
513 */
514 if (me->ourgame->mouse_priorities &
515 BUTTON_BEATS(me->pressed_mouse_button, button))
516 return ret; /* just ignore it */
517
518 /*
519 * Fabricate a button-up for the previously pressed button.
520 */
521 ret = ret && midend_really_process_key
522 (me, x, y, (me->pressed_mouse_button +
523 (LEFT_RELEASE - LEFT_BUTTON)));
524 }
525
526 /*
527 * Now send on the event we originally received.
528 */
529 ret = ret && midend_really_process_key(me, x, y, button);
530
531 /*
532 * And update the currently pressed button.
533 */
534 if (IS_MOUSE_RELEASE(button))
535 me->pressed_mouse_button = 0;
536 else if (IS_MOUSE_DOWN(button))
537 me->pressed_mouse_button = button;
538
539 return ret;
540 }
541
542 void midend_redraw(midend_data *me)
543 {
544 if (me->statepos > 0 && me->drawstate) {
545 start_draw(me->frontend);
546 if (me->oldstate && me->anim_time > 0 &&
547 me->anim_pos < me->anim_time) {
548 assert(me->dir != 0);
549 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
550 me->states[me->statepos-1].state, me->dir,
551 me->ui, me->anim_pos, me->flash_pos);
552 } else {
553 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
554 me->states[me->statepos-1].state, +1 /*shrug*/,
555 me->ui, 0.0, me->flash_pos);
556 }
557 end_draw(me->frontend);
558 }
559 }
560
561 void midend_timer(midend_data *me, float tplus)
562 {
563 me->anim_pos += tplus;
564 if (me->anim_pos >= me->anim_time ||
565 me->anim_time == 0 || !me->oldstate) {
566 if (me->anim_time > 0)
567 midend_finish_move(me);
568 }
569
570 me->flash_pos += tplus;
571 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
572 me->flash_pos = me->flash_time = 0;
573 }
574
575 midend_redraw(me);
576
577 if (me->timing) {
578 float oldelapsed = me->elapsed;
579 me->elapsed += tplus;
580 if ((int)oldelapsed != (int)me->elapsed)
581 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
582 }
583
584 midend_set_timer(me);
585 }
586
587 float *midend_colours(midend_data *me, int *ncolours)
588 {
589 game_state *state = NULL;
590 float *ret;
591
592 if (me->nstates == 0) {
593 game_aux_info *aux = NULL;
594 char *desc = me->ourgame->new_desc(me->params, me->random,
595 &aux, TRUE);
596 state = me->ourgame->new_game(me, me->params, desc);
597 sfree(desc);
598 if (aux)
599 me->ourgame->free_aux_info(aux);
600 } else
601 state = me->states[0].state;
602
603 ret = me->ourgame->colours(me->frontend, state, ncolours);
604
605 {
606 int i;
607
608 /*
609 * Allow environment-based overrides for the standard
610 * colours by defining variables along the lines of
611 * `NET_COLOUR_4=6000c0'.
612 */
613
614 for (i = 0; i < *ncolours; i++) {
615 char buf[80], *e;
616 unsigned int r, g, b;
617 int j;
618
619 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
620 for (j = 0; buf[j]; j++)
621 buf[j] = toupper((unsigned char)buf[j]);
622 if ((e = getenv(buf)) != NULL &&
623 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
624 ret[i*3 + 0] = r / 255.0;
625 ret[i*3 + 1] = g / 255.0;
626 ret[i*3 + 2] = b / 255.0;
627 }
628 }
629 }
630
631 if (me->nstates == 0)
632 me->ourgame->free_game(state);
633
634 return ret;
635 }
636
637 int midend_num_presets(midend_data *me)
638 {
639 if (!me->npresets) {
640 char *name;
641 game_params *preset;
642
643 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
644 if (me->presetsize <= me->npresets) {
645 me->presetsize = me->npresets + 10;
646 me->presets = sresize(me->presets, me->presetsize,
647 game_params *);
648 me->preset_names = sresize(me->preset_names, me->presetsize,
649 char *);
650 }
651
652 me->presets[me->npresets] = preset;
653 me->preset_names[me->npresets] = name;
654 me->npresets++;
655 }
656 }
657
658 {
659 /*
660 * Allow environment-based extensions to the preset list by
661 * defining a variable along the lines of `SOLO_PRESETS=2x3
662 * Advanced:2x3da'. Colon-separated list of items,
663 * alternating between textual titles in the menu and
664 * encoded parameter strings.
665 */
666 char buf[80], *e, *p;
667 int j;
668
669 sprintf(buf, "%s_PRESETS", me->ourgame->name);
670 for (j = 0; buf[j]; j++)
671 buf[j] = toupper((unsigned char)buf[j]);
672
673 if ((e = getenv(buf)) != NULL) {
674 p = e = dupstr(e);
675
676 while (*p) {
677 char *name, *val;
678 game_params *preset;
679
680 name = p;
681 while (*p && *p != ':') p++;
682 if (*p) *p++ = '\0';
683 val = p;
684 while (*p && *p != ':') p++;
685 if (*p) *p++ = '\0';
686
687 preset = me->ourgame->default_params();
688 me->ourgame->decode_params(preset, val);
689
690 if (me->ourgame->validate_params(preset)) {
691 /* Drop this one from the list. */
692 me->ourgame->free_params(preset);
693 continue;
694 }
695
696 if (me->presetsize <= me->npresets) {
697 me->presetsize = me->npresets + 10;
698 me->presets = sresize(me->presets, me->presetsize,
699 game_params *);
700 me->preset_names = sresize(me->preset_names,
701 me->presetsize, char *);
702 }
703
704 me->presets[me->npresets] = preset;
705 me->preset_names[me->npresets] = name;
706 me->npresets++;
707 }
708 }
709 }
710
711 return me->npresets;
712 }
713
714 void midend_fetch_preset(midend_data *me, int n,
715 char **name, game_params **params)
716 {
717 assert(n >= 0 && n < me->npresets);
718 *name = me->preset_names[n];
719 *params = me->presets[n];
720 }
721
722 int midend_wants_statusbar(midend_data *me)
723 {
724 return me->ourgame->wants_statusbar();
725 }
726
727 void midend_supersede_game_desc(midend_data *me, char *desc)
728 {
729 sfree(me->desc);
730 me->desc = dupstr(desc);
731 }
732
733 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
734 {
735 char *titlebuf, *parstr, *rest;
736 config_item *ret;
737 char sep;
738
739 assert(wintitle);
740 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
741
742 switch (which) {
743 case CFG_SETTINGS:
744 sprintf(titlebuf, "%s configuration", me->ourgame->name);
745 *wintitle = titlebuf;
746 return me->ourgame->configure(me->params);
747 case CFG_SEED:
748 case CFG_DESC:
749 if (!me->curparams) {
750 sfree(titlebuf);
751 return NULL;
752 }
753 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
754 which == CFG_SEED ? "random" : "game");
755 *wintitle = titlebuf;
756
757 ret = snewn(2, config_item);
758
759 ret[0].type = C_STRING;
760 if (which == CFG_SEED)
761 ret[0].name = "Game random seed";
762 else
763 ret[0].name = "Game ID";
764 ret[0].ival = 0;
765 /*
766 * For CFG_DESC the text going in here will be a string
767 * encoding of the restricted parameters, plus a colon,
768 * plus the game description. For CFG_SEED it will be the
769 * full parameters, plus a hash, plus the random seed data.
770 * Either of these is a valid full game ID (although only
771 * the former is likely to persist across many code
772 * changes).
773 */
774 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
775 assert(parstr);
776 if (which == CFG_DESC) {
777 rest = me->desc ? me->desc : "";
778 sep = ':';
779 } else {
780 rest = me->seedstr ? me->seedstr : "";
781 sep = '#';
782 }
783 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
784 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
785 sfree(parstr);
786
787 ret[1].type = C_END;
788 ret[1].name = ret[1].sval = NULL;
789 ret[1].ival = 0;
790
791 return ret;
792 }
793
794 assert(!"We shouldn't be here");
795 return NULL;
796 }
797
798 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
799 {
800 char *error, *par, *desc, *seed;
801
802 seed = strchr(id, '#');
803 desc = strchr(id, ':');
804
805 if (desc && (!seed || desc < seed)) {
806 /*
807 * We have a colon separating parameters from game
808 * description. So `par' now points to the parameters
809 * string, and `desc' to the description string.
810 */
811 *desc++ = '\0';
812 par = id;
813 seed = NULL;
814 } else if (seed && (!desc || seed < desc)) {
815 /*
816 * We have a hash separating parameters from random seed.
817 * So `par' now points to the parameters string, and `seed'
818 * to the seed string.
819 */
820 *seed++ = '\0';
821 par = id;
822 desc = NULL;
823 } else {
824 /*
825 * We only have one string. Depending on `defmode', we take
826 * it to be either parameters, seed or description.
827 */
828 if (defmode == DEF_SEED) {
829 seed = id;
830 par = desc = NULL;
831 } else if (defmode == DEF_DESC) {
832 desc = id;
833 par = seed = NULL;
834 } else {
835 par = id;
836 seed = desc = NULL;
837 }
838 }
839
840 if (par) {
841 game_params *tmpparams;
842 tmpparams = me->ourgame->dup_params(me->params);
843 me->ourgame->decode_params(tmpparams, par);
844 error = me->ourgame->validate_params(tmpparams);
845 if (error) {
846 me->ourgame->free_params(tmpparams);
847 return error;
848 }
849 if (me->curparams)
850 me->ourgame->free_params(me->curparams);
851 me->curparams = tmpparams;
852
853 /*
854 * Now filter only the persistent parts of this state into
855 * the long-term params structure, unless we've _only_
856 * received a params string in which case the whole lot is
857 * persistent.
858 */
859 if (seed || desc) {
860 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
861 me->ourgame->decode_params(me->params, tmpstr);
862 sfree(tmpstr);
863 } else {
864 me->ourgame->free_params(me->params);
865 me->params = me->ourgame->dup_params(tmpparams);
866 }
867 }
868
869 sfree(me->desc);
870 me->desc = NULL;
871 sfree(me->seedstr);
872 me->seedstr = NULL;
873
874 if (desc) {
875 error = me->ourgame->validate_desc(me->params, desc);
876 if (error)
877 return error;
878
879 me->desc = dupstr(desc);
880 me->genmode = GOT_DESC;
881 if (me->aux_info)
882 me->ourgame->free_aux_info(me->aux_info);
883 me->aux_info = NULL;
884 }
885
886 if (seed) {
887 me->seedstr = dupstr(seed);
888 me->genmode = GOT_SEED;
889 }
890
891 return NULL;
892 }
893
894 char *midend_game_id(midend_data *me, char *id)
895 {
896 return midend_game_id_int(me, id, DEF_PARAMS);
897 }
898
899 char *midend_set_config(midend_data *me, int which, config_item *cfg)
900 {
901 char *error;
902 game_params *params;
903
904 switch (which) {
905 case CFG_SETTINGS:
906 params = me->ourgame->custom_params(cfg);
907 error = me->ourgame->validate_params(params);
908
909 if (error) {
910 me->ourgame->free_params(params);
911 return error;
912 }
913
914 me->ourgame->free_params(me->params);
915 me->params = params;
916 break;
917
918 case CFG_SEED:
919 case CFG_DESC:
920 error = midend_game_id_int(me, cfg[0].sval,
921 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
922 if (error)
923 return error;
924 break;
925 }
926
927 return NULL;
928 }
929
930 char *midend_text_format(midend_data *me)
931 {
932 if (me->ourgame->can_format_as_text && me->statepos > 0)
933 return me->ourgame->text_format(me->states[me->statepos-1].state);
934 else
935 return NULL;
936 }
937
938 char *midend_solve(midend_data *me)
939 {
940 game_state *s;
941 char *msg;
942
943 if (!me->ourgame->can_solve)
944 return "This game does not support the Solve operation";
945
946 if (me->statepos < 1)
947 return "No game set up to solve"; /* _shouldn't_ happen! */
948
949 msg = "Solve operation failed"; /* game _should_ overwrite on error */
950 s = me->ourgame->solve(me->states[0].state,
951 me->states[me->statepos-1].state,
952 me->aux_info, &msg);
953 if (!s)
954 return msg;
955
956 /*
957 * Now enter the solved state as the next move.
958 */
959 midend_stop_anim(me);
960 while (me->nstates > me->statepos)
961 me->ourgame->free_game(me->states[--me->nstates].state);
962 ensure(me);
963 me->states[me->nstates].state = s;
964 me->states[me->nstates].special = TRUE; /* created using solve */
965 me->statepos = ++me->nstates;
966 if (me->ui)
967 me->ourgame->changed_state(me->ui,
968 me->states[me->statepos-2].state,
969 me->states[me->statepos-1].state);
970 me->anim_time = 0.0;
971 midend_finish_move(me);
972 midend_redraw(me);
973 midend_set_timer(me);
974 return NULL;
975 }
976
977 char *midend_rewrite_statusbar(midend_data *me, char *text)
978 {
979 /*
980 * An important special case is that we are occasionally called
981 * with our own laststatus, to update the timer.
982 */
983 if (me->laststatus != text) {
984 sfree(me->laststatus);
985 me->laststatus = dupstr(text);
986 }
987
988 if (me->ourgame->is_timed) {
989 char timebuf[100], *ret;
990 int min, sec;
991
992 sec = me->elapsed;
993 min = sec / 60;
994 sec %= 60;
995 sprintf(timebuf, "[%d:%02d] ", min, sec);
996
997 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
998 strcpy(ret, timebuf);
999 strcat(ret, text);
1000 return ret;
1001
1002 } else {
1003 return dupstr(text);
1004 }
1005 }