Mines now follows the conventional approach of offering a completely
[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 pressed_mouse_button;
47 };
48
49 #define ensure(me) do { \
50 if ((me)->nstates >= (me)->statesize) { \
51 (me)->statesize = (me)->nstates + 128; \
52 (me)->states = sresize((me)->states, (me)->statesize, \
53 struct midend_state_entry); \
54 } \
55 } while (0)
56
57 midend_data *midend_new(frontend *fe, const game *ourgame)
58 {
59 midend_data *me = snew(midend_data);
60 void *randseed;
61 int randseedsize;
62
63 get_random_seed(&randseed, &randseedsize);
64
65 me->frontend = fe;
66 me->ourgame = ourgame;
67 me->random = random_init(randseed, randseedsize);
68 me->nstates = me->statesize = me->statepos = 0;
69 me->states = NULL;
70 me->params = ourgame->default_params();
71 me->curparams = NULL;
72 me->desc = NULL;
73 me->seedstr = NULL;
74 me->aux_info = NULL;
75 me->genmode = GOT_NOTHING;
76 me->drawstate = NULL;
77 me->oldstate = NULL;
78 me->presets = NULL;
79 me->preset_names = NULL;
80 me->npresets = me->presetsize = 0;
81 me->anim_time = me->anim_pos = 0.0F;
82 me->flash_time = me->flash_pos = 0.0F;
83 me->dir = 0;
84 me->ui = NULL;
85 me->pressed_mouse_button = 0;
86
87 sfree(randseed);
88
89 return me;
90 }
91
92 void midend_free(midend_data *me)
93 {
94 sfree(me->states);
95 sfree(me->desc);
96 sfree(me->seedstr);
97 random_free(me->random);
98 if (me->aux_info)
99 me->ourgame->free_aux_info(me->aux_info);
100 me->ourgame->free_params(me->params);
101 if (me->curparams)
102 me->ourgame->free_params(me->curparams);
103 sfree(me);
104 }
105
106 void midend_size(midend_data *me, int *x, int *y)
107 {
108 me->ourgame->size(me->params, x, y);
109 }
110
111 void midend_set_params(midend_data *me, game_params *params)
112 {
113 me->ourgame->free_params(me->params);
114 me->params = me->ourgame->dup_params(params);
115 }
116
117 void midend_new_game(midend_data *me)
118 {
119 while (me->nstates > 0)
120 me->ourgame->free_game(me->states[--me->nstates].state);
121
122 if (me->drawstate)
123 me->ourgame->free_drawstate(me->drawstate);
124
125 assert(me->nstates == 0);
126
127 if (me->genmode == GOT_DESC) {
128 me->genmode = GOT_NOTHING;
129 } else {
130 random_state *rs;
131
132 if (me->genmode == GOT_SEED) {
133 me->genmode = GOT_NOTHING;
134 } else {
135 /*
136 * Generate a new random seed. 15 digits comes to about
137 * 48 bits, which should be more than enough.
138 *
139 * I'll avoid putting a leading zero on the number,
140 * just in case it confuses anybody who thinks it's
141 * processed as an integer rather than a string.
142 */
143 char newseed[16];
144 int i;
145 newseed[15] = '\0';
146 newseed[0] = '1' + random_upto(me->random, 9);
147 for (i = 1; i < 15; i++)
148 newseed[i] = '0' + random_upto(me->random, 10);
149 sfree(me->seedstr);
150 me->seedstr = dupstr(newseed);
151
152 if (me->curparams)
153 me->ourgame->free_params(me->curparams);
154 me->curparams = me->ourgame->dup_params(me->params);
155 }
156
157 sfree(me->desc);
158 if (me->aux_info)
159 me->ourgame->free_aux_info(me->aux_info);
160 me->aux_info = NULL;
161
162 rs = random_init(me->seedstr, strlen(me->seedstr));
163 me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info);
164 random_free(rs);
165 }
166
167 ensure(me);
168 me->states[me->nstates].state =
169 me->ourgame->new_game(me, me->params, me->desc);
170 me->states[me->nstates].special = TRUE;
171 me->nstates++;
172 me->statepos = 1;
173 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
174 if (me->ui)
175 me->ourgame->free_ui(me->ui);
176 me->ui = me->ourgame->new_ui(me->states[0].state);
177 me->pressed_mouse_button = 0;
178 }
179
180 static int midend_undo(midend_data *me)
181 {
182 if (me->statepos > 1) {
183 me->statepos--;
184 me->dir = -1;
185 return 1;
186 } else
187 return 0;
188 }
189
190 static int midend_redo(midend_data *me)
191 {
192 if (me->statepos < me->nstates) {
193 me->statepos++;
194 me->dir = +1;
195 return 1;
196 } else
197 return 0;
198 }
199
200 static void midend_finish_move(midend_data *me)
201 {
202 float flashtime;
203
204 /*
205 * We do not flash if the later of the two states is special.
206 * This covers both forward Solve moves and backward (undone)
207 * Restart moves.
208 */
209 if ((me->oldstate || me->statepos > 1) &&
210 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
211 (me->dir < 0 && me->statepos < me->nstates &&
212 !me->states[me->statepos].special))) {
213 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
214 me->states[me->statepos-2].state,
215 me->states[me->statepos-1].state,
216 me->oldstate ? me->dir : +1,
217 me->ui);
218 if (flashtime > 0) {
219 me->flash_pos = 0.0F;
220 me->flash_time = flashtime;
221 }
222 }
223
224 if (me->oldstate)
225 me->ourgame->free_game(me->oldstate);
226 me->oldstate = NULL;
227 me->anim_pos = me->anim_time = 0;
228 me->dir = 0;
229
230 if (me->flash_time == 0 && me->anim_time == 0)
231 deactivate_timer(me->frontend);
232 else
233 activate_timer(me->frontend);
234 }
235
236 static void midend_stop_anim(midend_data *me)
237 {
238 if (me->oldstate || me->anim_time) {
239 midend_finish_move(me);
240 midend_redraw(me);
241 }
242 }
243
244 void midend_restart_game(midend_data *me)
245 {
246 game_state *s;
247
248 midend_stop_anim(me);
249
250 assert(me->statepos >= 1);
251 if (me->statepos == 1)
252 return; /* no point doing anything at all! */
253
254 s = me->ourgame->dup_game(me->states[0].state);
255
256 /*
257 * Now enter the restarted state as the next move.
258 */
259 midend_stop_anim(me);
260 while (me->nstates > me->statepos)
261 me->ourgame->free_game(me->states[--me->nstates].state);
262 ensure(me);
263 me->states[me->nstates].state = s;
264 me->states[me->nstates].special = TRUE; /* we just restarted */
265 me->statepos = ++me->nstates;
266 me->anim_time = 0.0;
267 midend_finish_move(me);
268 midend_redraw(me);
269 activate_timer(me->frontend);
270 }
271
272 static int midend_really_process_key(midend_data *me, int x, int y, int button)
273 {
274 game_state *oldstate =
275 me->ourgame->dup_game(me->states[me->statepos - 1].state);
276 int special = FALSE, gotspecial = FALSE;
277 float anim_time;
278
279 if (button == 'n' || button == 'N' || button == '\x0E') {
280 midend_stop_anim(me);
281 midend_new_game(me);
282 midend_redraw(me);
283 return 1; /* never animate */
284 } else if (button == 'u' || button == 'u' ||
285 button == '\x1A' || button == '\x1F') {
286 midend_stop_anim(me);
287 special = me->states[me->statepos-1].special;
288 gotspecial = TRUE;
289 if (!midend_undo(me))
290 return 1;
291 } else if (button == 'r' || button == 'R' ||
292 button == '\x12') {
293 midend_stop_anim(me);
294 if (!midend_redo(me))
295 return 1;
296 } else if (button == 'q' || button == 'Q' || button == '\x11') {
297 me->ourgame->free_game(oldstate);
298 return 0;
299 } else {
300 game_state *s =
301 me->ourgame->make_move(me->states[me->statepos-1].state,
302 me->ui, x, y, button);
303
304 if (s == me->states[me->statepos-1].state) {
305 /*
306 * make_move() is allowed to return its input state to
307 * indicate that although no move has been made, the UI
308 * state has been updated and a redraw is called for.
309 */
310 midend_redraw(me);
311 return 1;
312 } else if (s) {
313 midend_stop_anim(me);
314 while (me->nstates > me->statepos)
315 me->ourgame->free_game(me->states[--me->nstates].state);
316 ensure(me);
317 me->states[me->nstates].state = s;
318 me->states[me->nstates].special = FALSE; /* normal move */
319 me->statepos = ++me->nstates;
320 me->dir = +1;
321 } else {
322 me->ourgame->free_game(oldstate);
323 return 1;
324 }
325 }
326
327 if (!gotspecial)
328 special = me->states[me->statepos-1].special;
329
330 /*
331 * See if this move requires an animation.
332 */
333 if (special) {
334 anim_time = 0;
335 } else {
336 anim_time = me->ourgame->anim_length(oldstate,
337 me->states[me->statepos-1].state,
338 me->dir, me->ui);
339 }
340
341 me->oldstate = oldstate;
342 if (anim_time > 0) {
343 me->anim_time = anim_time;
344 } else {
345 me->anim_time = 0.0;
346 midend_finish_move(me);
347 }
348 me->anim_pos = 0.0;
349
350 midend_redraw(me);
351
352 activate_timer(me->frontend);
353
354 return 1;
355 }
356
357 int midend_process_key(midend_data *me, int x, int y, int button)
358 {
359 int ret = 1;
360
361 /*
362 * Harmonise mouse drag and release messages.
363 *
364 * Some front ends might accidentally switch from sending, say,
365 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
366 * drag. (This can happen on the Mac, for example, since
367 * RIGHT_DRAG is usually done using Command+drag, and if the
368 * user accidentally releases Command half way through the drag
369 * then there will be trouble.)
370 *
371 * It would be an O(number of front ends) annoyance to fix this
372 * in the front ends, but an O(number of back ends) annoyance
373 * to have each game capable of dealing with it. Therefore, we
374 * fix it _here_ in the common midend code so that it only has
375 * to be done once.
376 *
377 * The possible ways in which things can go screwy in the front
378 * end are:
379 *
380 * - in a system containing multiple physical buttons button
381 * presses can inadvertently overlap. We can see ABab (caps
382 * meaning button-down and lowercase meaning button-up) when
383 * the user had semantically intended AaBb.
384 *
385 * - in a system where one button is simulated by means of a
386 * modifier key and another button, buttons can mutate
387 * between press and release (possibly during drag). So we
388 * can see Ab instead of Aa.
389 *
390 * Definite requirements are:
391 *
392 * - button _presses_ must never be invented or destroyed. If
393 * the user presses two buttons in succession, the button
394 * presses must be transferred to the backend unchanged. So
395 * if we see AaBb , that's fine; if we see ABab (the button
396 * presses inadvertently overlapped) we must somehow
397 * `correct' it to AaBb.
398 *
399 * - every mouse action must end up looking like a press, zero
400 * or more drags, then a release. This allows back ends to
401 * make the _assumption_ that incoming mouse data will be
402 * sane in this regard, and not worry about the details.
403 *
404 * So my policy will be:
405 *
406 * - treat any button-up as a button-up for the currently
407 * pressed button, or ignore it if there is no currently
408 * pressed button.
409 *
410 * - treat any drag as a drag for the currently pressed
411 * button, or ignore it if there is no currently pressed
412 * button.
413 *
414 * - if we see a button-down while another button is currently
415 * pressed, invent a button-up for the first one and then
416 * pass the button-down through as before.
417 *
418 */
419 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
420 if (me->pressed_mouse_button) {
421 if (IS_MOUSE_DRAG(button)) {
422 button = me->pressed_mouse_button +
423 (LEFT_DRAG - LEFT_BUTTON);
424 } else {
425 button = me->pressed_mouse_button +
426 (LEFT_RELEASE - LEFT_BUTTON);
427 }
428 } else
429 return ret; /* ignore it */
430 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
431 /*
432 * Fabricate a button-up for the previously pressed button.
433 */
434 ret = ret && midend_really_process_key
435 (me, x, y, (me->pressed_mouse_button +
436 (LEFT_RELEASE - LEFT_BUTTON)));
437 }
438
439 /*
440 * Now send on the event we originally received.
441 */
442 ret = ret && midend_really_process_key(me, x, y, button);
443
444 /*
445 * And update the currently pressed button.
446 */
447 if (IS_MOUSE_RELEASE(button))
448 me->pressed_mouse_button = 0;
449 else if (IS_MOUSE_DOWN(button))
450 me->pressed_mouse_button = button;
451
452 return ret;
453 }
454
455 void midend_redraw(midend_data *me)
456 {
457 if (me->statepos > 0 && me->drawstate) {
458 start_draw(me->frontend);
459 if (me->oldstate && me->anim_time > 0 &&
460 me->anim_pos < me->anim_time) {
461 assert(me->dir != 0);
462 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
463 me->states[me->statepos-1].state, me->dir,
464 me->ui, me->anim_pos, me->flash_pos);
465 } else {
466 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
467 me->states[me->statepos-1].state, +1 /*shrug*/,
468 me->ui, 0.0, me->flash_pos);
469 }
470 end_draw(me->frontend);
471 }
472 }
473
474 void midend_timer(midend_data *me, float tplus)
475 {
476 me->anim_pos += tplus;
477 if (me->anim_pos >= me->anim_time ||
478 me->anim_time == 0 || !me->oldstate) {
479 if (me->anim_time > 0)
480 midend_finish_move(me);
481 }
482 me->flash_pos += tplus;
483 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
484 me->flash_pos = me->flash_time = 0;
485 }
486 if (me->flash_time == 0 && me->anim_time == 0)
487 deactivate_timer(me->frontend);
488 midend_redraw(me);
489 }
490
491 float *midend_colours(midend_data *me, int *ncolours)
492 {
493 game_state *state = NULL;
494 float *ret;
495
496 if (me->nstates == 0) {
497 game_aux_info *aux = NULL;
498 char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
499 state = me->ourgame->new_game(me, me->params, desc);
500 sfree(desc);
501 if (aux)
502 me->ourgame->free_aux_info(aux);
503 } else
504 state = me->states[0].state;
505
506 ret = me->ourgame->colours(me->frontend, state, ncolours);
507
508 {
509 int i;
510
511 /*
512 * Allow environment-based overrides for the standard
513 * colours by defining variables along the lines of
514 * `NET_COLOUR_4=6000c0'.
515 */
516
517 for (i = 0; i < *ncolours; i++) {
518 char buf[80], *e;
519 unsigned int r, g, b;
520 int j;
521
522 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
523 for (j = 0; buf[j]; j++)
524 buf[j] = toupper((unsigned char)buf[j]);
525 if ((e = getenv(buf)) != NULL &&
526 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
527 ret[i*3 + 0] = r / 255.0;
528 ret[i*3 + 1] = g / 255.0;
529 ret[i*3 + 2] = b / 255.0;
530 }
531 }
532 }
533
534 if (me->nstates == 0)
535 me->ourgame->free_game(state);
536
537 return ret;
538 }
539
540 int midend_num_presets(midend_data *me)
541 {
542 if (!me->npresets) {
543 char *name;
544 game_params *preset;
545
546 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
547 if (me->presetsize <= me->npresets) {
548 me->presetsize = me->npresets + 10;
549 me->presets = sresize(me->presets, me->presetsize,
550 game_params *);
551 me->preset_names = sresize(me->preset_names, me->presetsize,
552 char *);
553 }
554
555 me->presets[me->npresets] = preset;
556 me->preset_names[me->npresets] = name;
557 me->npresets++;
558 }
559 }
560
561 {
562 /*
563 * Allow environment-based extensions to the preset list by
564 * defining a variable along the lines of `SOLO_PRESETS=2x3
565 * Advanced:2x3da'. Colon-separated list of items,
566 * alternating between textual titles in the menu and
567 * encoded parameter strings.
568 */
569 char buf[80], *e, *p;
570 int j;
571
572 sprintf(buf, "%s_PRESETS", me->ourgame->name);
573 for (j = 0; buf[j]; j++)
574 buf[j] = toupper((unsigned char)buf[j]);
575
576 if ((e = getenv(buf)) != NULL) {
577 p = e = dupstr(e);
578
579 while (*p) {
580 char *name, *val;
581 game_params *preset;
582
583 name = p;
584 while (*p && *p != ':') p++;
585 if (*p) *p++ = '\0';
586 val = p;
587 while (*p && *p != ':') p++;
588 if (*p) *p++ = '\0';
589
590 preset = me->ourgame->default_params();
591 me->ourgame->decode_params(preset, val);
592
593 if (me->ourgame->validate_params(preset)) {
594 /* Drop this one from the list. */
595 me->ourgame->free_params(preset);
596 continue;
597 }
598
599 if (me->presetsize <= me->npresets) {
600 me->presetsize = me->npresets + 10;
601 me->presets = sresize(me->presets, me->presetsize,
602 game_params *);
603 me->preset_names = sresize(me->preset_names,
604 me->presetsize, char *);
605 }
606
607 me->presets[me->npresets] = preset;
608 me->preset_names[me->npresets] = name;
609 me->npresets++;
610 }
611 }
612 }
613
614 return me->npresets;
615 }
616
617 void midend_fetch_preset(midend_data *me, int n,
618 char **name, game_params **params)
619 {
620 assert(n >= 0 && n < me->npresets);
621 *name = me->preset_names[n];
622 *params = me->presets[n];
623 }
624
625 int midend_wants_statusbar(midend_data *me)
626 {
627 return me->ourgame->wants_statusbar();
628 }
629
630 void midend_supersede_game_desc(midend_data *me, char *desc)
631 {
632 sfree(me->desc);
633 me->desc = dupstr(desc);
634 }
635
636 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
637 {
638 char *titlebuf, *parstr;
639 config_item *ret;
640
641 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
642
643 switch (which) {
644 case CFG_SETTINGS:
645 sprintf(titlebuf, "%s configuration", me->ourgame->name);
646 *wintitle = dupstr(titlebuf);
647 return me->ourgame->configure(me->params);
648 case CFG_SEED:
649 case CFG_DESC:
650 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
651 which == CFG_SEED ? "random" : "game");
652 *wintitle = dupstr(titlebuf);
653
654 ret = snewn(2, config_item);
655
656 ret[0].type = C_STRING;
657 if (which == CFG_SEED)
658 ret[0].name = "Game random seed";
659 else
660 ret[0].name = "Game ID";
661 ret[0].ival = 0;
662 /*
663 * For CFG_DESC the text going in here will be a string
664 * encoding of the restricted parameters, plus a colon,
665 * plus the game description. For CFG_SEED it will be the
666 * full parameters, plus a hash, plus the random seed data.
667 * Either of these is a valid full game ID (although only
668 * the former is likely to persist across many code
669 * changes).
670 */
671 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
672 if (which == CFG_DESC) {
673 ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
674 sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
675 } else if (me->seedstr) {
676 ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
677 sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
678 } else {
679 /*
680 * If the current game was not randomly generated, the
681 * best we can do is to give a template for typing a
682 * new seed in.
683 */
684 ret[0].sval = snewn(strlen(parstr) + 2, char);
685 sprintf(ret[0].sval, "%s#", parstr);
686 }
687 sfree(parstr);
688
689 ret[1].type = C_END;
690 ret[1].name = ret[1].sval = NULL;
691 ret[1].ival = 0;
692
693 return ret;
694 }
695
696 assert(!"We shouldn't be here");
697 return NULL;
698 }
699
700 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
701 {
702 char *error, *par, *desc, *seed;
703
704 seed = strchr(id, '#');
705 desc = strchr(id, ':');
706
707 if (desc && (!seed || desc < seed)) {
708 /*
709 * We have a colon separating parameters from game
710 * description. So `par' now points to the parameters
711 * string, and `desc' to the description string.
712 */
713 *desc++ = '\0';
714 par = id;
715 seed = NULL;
716 } else if (seed && (!desc || seed < desc)) {
717 /*
718 * We have a hash separating parameters from random seed.
719 * So `par' now points to the parameters string, and `seed'
720 * to the seed string.
721 */
722 *seed++ = '\0';
723 par = id;
724 desc = NULL;
725 } else {
726 /*
727 * We only have one string. Depending on `defmode', we take
728 * it to be either parameters, seed or description.
729 */
730 if (defmode == DEF_SEED) {
731 seed = id;
732 par = desc = NULL;
733 } else if (defmode == DEF_DESC) {
734 desc = id;
735 par = seed = NULL;
736 } else {
737 par = id;
738 seed = desc = NULL;
739 }
740 }
741
742 if (par) {
743 game_params *tmpparams;
744 tmpparams = me->ourgame->dup_params(me->params);
745 me->ourgame->decode_params(tmpparams, par);
746 error = me->ourgame->validate_params(tmpparams);
747 if (error) {
748 me->ourgame->free_params(tmpparams);
749 return error;
750 }
751 if (me->curparams)
752 me->ourgame->free_params(me->curparams);
753 me->curparams = tmpparams;
754
755 /*
756 * Now filter only the persistent parts of this state into
757 * the long-term params structure, unless we've _only_
758 * received a params string in which case the whole lot is
759 * persistent.
760 */
761 if (seed || desc) {
762 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
763 me->ourgame->decode_params(me->params, tmpstr);
764 sfree(tmpstr);
765 } else {
766 me->ourgame->free_params(me->params);
767 me->params = me->ourgame->dup_params(tmpparams);
768 }
769 }
770
771 sfree(me->desc);
772 me->desc = NULL;
773 sfree(me->seedstr);
774 me->seedstr = NULL;
775
776 if (desc) {
777 error = me->ourgame->validate_desc(me->params, desc);
778 if (error)
779 return error;
780
781 me->desc = dupstr(desc);
782 me->genmode = GOT_DESC;
783 if (me->aux_info)
784 me->ourgame->free_aux_info(me->aux_info);
785 me->aux_info = NULL;
786 }
787
788 if (seed) {
789 me->seedstr = dupstr(seed);
790 me->genmode = GOT_SEED;
791 }
792
793 return NULL;
794 }
795
796 char *midend_game_id(midend_data *me, char *id)
797 {
798 return midend_game_id_int(me, id, DEF_PARAMS);
799 }
800
801 char *midend_set_config(midend_data *me, int which, config_item *cfg)
802 {
803 char *error;
804 game_params *params;
805
806 switch (which) {
807 case CFG_SETTINGS:
808 params = me->ourgame->custom_params(cfg);
809 error = me->ourgame->validate_params(params);
810
811 if (error) {
812 me->ourgame->free_params(params);
813 return error;
814 }
815
816 me->ourgame->free_params(me->params);
817 me->params = params;
818 break;
819
820 case CFG_SEED:
821 case CFG_DESC:
822 error = midend_game_id_int(me, cfg[0].sval,
823 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
824 if (error)
825 return error;
826 break;
827 }
828
829 return NULL;
830 }
831
832 char *midend_text_format(midend_data *me)
833 {
834 if (me->ourgame->can_format_as_text && me->statepos > 0)
835 return me->ourgame->text_format(me->states[me->statepos-1].state);
836 else
837 return NULL;
838 }
839
840 char *midend_solve(midend_data *me)
841 {
842 game_state *s;
843 char *msg;
844
845 if (!me->ourgame->can_solve)
846 return "This game does not support the Solve operation";
847
848 if (me->statepos < 1)
849 return "No game set up to solve"; /* _shouldn't_ happen! */
850
851 msg = "Solve operation failed"; /* game _should_ overwrite on error */
852 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
853 if (!s)
854 return msg;
855
856 /*
857 * Now enter the solved state as the next move.
858 */
859 midend_stop_anim(me);
860 while (me->nstates > me->statepos)
861 me->ourgame->free_game(me->states[--me->nstates].state);
862 ensure(me);
863 me->states[me->nstates].state = s;
864 me->states[me->nstates].special = TRUE; /* created using solve */
865 me->statepos = ++me->nstates;
866 me->anim_time = 0.0;
867 midend_finish_move(me);
868 midend_redraw(me);
869 activate_timer(me->frontend);
870 return NULL;
871 }