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