Re-architecting of the game backend interface. make_move() has been
[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 char *movestr;
372
373 movestr =
374 me->ourgame->interpret_move(me->states[me->statepos-1].state,
375 me->ui, me->drawstate, x, y, button);
376 if (!movestr)
377 s = NULL;
378 else if (!*movestr)
379 s = me->states[me->statepos-1].state;
380 else {
381 s = me->ourgame->execute_move(me->states[me->statepos-1].state,
382 movestr);
383 assert(s != NULL);
384 sfree(movestr);
385 }
386
387 if (s == me->states[me->statepos-1].state) {
388 /*
389 * make_move() is allowed to return its input state to
390 * indicate that although no move has been made, the UI
391 * state has been updated and a redraw is called for.
392 */
393 midend_redraw(me);
394 goto done;
395 } else if (s) {
396 midend_stop_anim(me);
397 while (me->nstates > me->statepos)
398 me->ourgame->free_game(me->states[--me->nstates].state);
399 ensure(me);
400 me->states[me->nstates].state = s;
401 me->states[me->nstates].special = FALSE; /* normal move */
402 me->statepos = ++me->nstates;
403 me->dir = +1;
404 } else {
405 goto done;
406 }
407 }
408
409 if (!gotspecial)
410 special = me->states[me->statepos-1].special;
411
412 /*
413 * See if this move requires an animation.
414 */
415 if (special) {
416 anim_time = 0;
417 } else {
418 anim_time = me->ourgame->anim_length(oldstate,
419 me->states[me->statepos-1].state,
420 me->dir, me->ui);
421 }
422
423 me->oldstate = oldstate; oldstate = NULL;
424 if (anim_time > 0) {
425 me->anim_time = anim_time;
426 } else {
427 me->anim_time = 0.0;
428 midend_finish_move(me);
429 }
430 me->anim_pos = 0.0;
431
432 midend_redraw(me);
433
434 midend_set_timer(me);
435
436 done:
437 if (oldstate) me->ourgame->free_game(oldstate);
438 return ret;
439 }
440
441 int midend_process_key(midend_data *me, int x, int y, int button)
442 {
443 int ret = 1;
444
445 /*
446 * Harmonise mouse drag and release messages.
447 *
448 * Some front ends might accidentally switch from sending, say,
449 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
450 * drag. (This can happen on the Mac, for example, since
451 * RIGHT_DRAG is usually done using Command+drag, and if the
452 * user accidentally releases Command half way through the drag
453 * then there will be trouble.)
454 *
455 * It would be an O(number of front ends) annoyance to fix this
456 * in the front ends, but an O(number of back ends) annoyance
457 * to have each game capable of dealing with it. Therefore, we
458 * fix it _here_ in the common midend code so that it only has
459 * to be done once.
460 *
461 * The possible ways in which things can go screwy in the front
462 * end are:
463 *
464 * - in a system containing multiple physical buttons button
465 * presses can inadvertently overlap. We can see ABab (caps
466 * meaning button-down and lowercase meaning button-up) when
467 * the user had semantically intended AaBb.
468 *
469 * - in a system where one button is simulated by means of a
470 * modifier key and another button, buttons can mutate
471 * between press and release (possibly during drag). So we
472 * can see Ab instead of Aa.
473 *
474 * Definite requirements are:
475 *
476 * - button _presses_ must never be invented or destroyed. If
477 * the user presses two buttons in succession, the button
478 * presses must be transferred to the backend unchanged. So
479 * if we see AaBb , that's fine; if we see ABab (the button
480 * presses inadvertently overlapped) we must somehow
481 * `correct' it to AaBb.
482 *
483 * - every mouse action must end up looking like a press, zero
484 * or more drags, then a release. This allows back ends to
485 * make the _assumption_ that incoming mouse data will be
486 * sane in this regard, and not worry about the details.
487 *
488 * So my policy will be:
489 *
490 * - treat any button-up as a button-up for the currently
491 * pressed button, or ignore it if there is no currently
492 * pressed button.
493 *
494 * - treat any drag as a drag for the currently pressed
495 * button, or ignore it if there is no currently pressed
496 * button.
497 *
498 * - if we see a button-down while another button is currently
499 * pressed, invent a button-up for the first one and then
500 * pass the button-down through as before.
501 *
502 * 2005-05-31: An addendum to the above. Some games might want
503 * a `priority order' among buttons, such that if one button is
504 * pressed while another is down then a fixed one of the
505 * buttons takes priority no matter what order they're pressed
506 * in. Mines, in particular, wants to treat a left+right click
507 * like a left click for the benefit of users of other
508 * implementations. So the last of the above points is modified
509 * in the presence of an (optional) button priority order.
510 */
511 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
512 if (me->pressed_mouse_button) {
513 if (IS_MOUSE_DRAG(button)) {
514 button = me->pressed_mouse_button +
515 (LEFT_DRAG - LEFT_BUTTON);
516 } else {
517 button = me->pressed_mouse_button +
518 (LEFT_RELEASE - LEFT_BUTTON);
519 }
520 } else
521 return ret; /* ignore it */
522 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
523 /*
524 * If the new button has lower priority than the old one,
525 * don't bother doing this.
526 */
527 if (me->ourgame->mouse_priorities &
528 BUTTON_BEATS(me->pressed_mouse_button, button))
529 return ret; /* just ignore it */
530
531 /*
532 * Fabricate a button-up for the previously pressed button.
533 */
534 ret = ret && midend_really_process_key
535 (me, x, y, (me->pressed_mouse_button +
536 (LEFT_RELEASE - LEFT_BUTTON)));
537 }
538
539 /*
540 * Now send on the event we originally received.
541 */
542 ret = ret && midend_really_process_key(me, x, y, button);
543
544 /*
545 * And update the currently pressed button.
546 */
547 if (IS_MOUSE_RELEASE(button))
548 me->pressed_mouse_button = 0;
549 else if (IS_MOUSE_DOWN(button))
550 me->pressed_mouse_button = button;
551
552 return ret;
553 }
554
555 void midend_redraw(midend_data *me)
556 {
557 if (me->statepos > 0 && me->drawstate) {
558 start_draw(me->frontend);
559 if (me->oldstate && me->anim_time > 0 &&
560 me->anim_pos < me->anim_time) {
561 assert(me->dir != 0);
562 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
563 me->states[me->statepos-1].state, me->dir,
564 me->ui, me->anim_pos, me->flash_pos);
565 } else {
566 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
567 me->states[me->statepos-1].state, +1 /*shrug*/,
568 me->ui, 0.0, me->flash_pos);
569 }
570 end_draw(me->frontend);
571 }
572 }
573
574 void midend_timer(midend_data *me, float tplus)
575 {
576 me->anim_pos += tplus;
577 if (me->anim_pos >= me->anim_time ||
578 me->anim_time == 0 || !me->oldstate) {
579 if (me->anim_time > 0)
580 midend_finish_move(me);
581 }
582
583 me->flash_pos += tplus;
584 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
585 me->flash_pos = me->flash_time = 0;
586 }
587
588 midend_redraw(me);
589
590 if (me->timing) {
591 float oldelapsed = me->elapsed;
592 me->elapsed += tplus;
593 if ((int)oldelapsed != (int)me->elapsed)
594 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
595 }
596
597 midend_set_timer(me);
598 }
599
600 float *midend_colours(midend_data *me, int *ncolours)
601 {
602 game_state *state = NULL;
603 float *ret;
604
605 if (me->nstates == 0) {
606 game_aux_info *aux = NULL;
607 char *desc = me->ourgame->new_desc(me->params, me->random,
608 &aux, TRUE);
609 state = me->ourgame->new_game(me, me->params, desc);
610 sfree(desc);
611 if (aux)
612 me->ourgame->free_aux_info(aux);
613 } else
614 state = me->states[0].state;
615
616 ret = me->ourgame->colours(me->frontend, state, ncolours);
617
618 {
619 int i;
620
621 /*
622 * Allow environment-based overrides for the standard
623 * colours by defining variables along the lines of
624 * `NET_COLOUR_4=6000c0'.
625 */
626
627 for (i = 0; i < *ncolours; i++) {
628 char buf[80], *e;
629 unsigned int r, g, b;
630 int j;
631
632 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
633 for (j = 0; buf[j]; j++)
634 buf[j] = toupper((unsigned char)buf[j]);
635 if ((e = getenv(buf)) != NULL &&
636 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
637 ret[i*3 + 0] = r / 255.0;
638 ret[i*3 + 1] = g / 255.0;
639 ret[i*3 + 2] = b / 255.0;
640 }
641 }
642 }
643
644 if (me->nstates == 0)
645 me->ourgame->free_game(state);
646
647 return ret;
648 }
649
650 int midend_num_presets(midend_data *me)
651 {
652 if (!me->npresets) {
653 char *name;
654 game_params *preset;
655
656 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
657 if (me->presetsize <= me->npresets) {
658 me->presetsize = me->npresets + 10;
659 me->presets = sresize(me->presets, me->presetsize,
660 game_params *);
661 me->preset_names = sresize(me->preset_names, me->presetsize,
662 char *);
663 }
664
665 me->presets[me->npresets] = preset;
666 me->preset_names[me->npresets] = name;
667 me->npresets++;
668 }
669 }
670
671 {
672 /*
673 * Allow environment-based extensions to the preset list by
674 * defining a variable along the lines of `SOLO_PRESETS=2x3
675 * Advanced:2x3da'. Colon-separated list of items,
676 * alternating between textual titles in the menu and
677 * encoded parameter strings.
678 */
679 char buf[80], *e, *p;
680 int j;
681
682 sprintf(buf, "%s_PRESETS", me->ourgame->name);
683 for (j = 0; buf[j]; j++)
684 buf[j] = toupper((unsigned char)buf[j]);
685
686 if ((e = getenv(buf)) != NULL) {
687 p = e = dupstr(e);
688
689 while (*p) {
690 char *name, *val;
691 game_params *preset;
692
693 name = p;
694 while (*p && *p != ':') p++;
695 if (*p) *p++ = '\0';
696 val = p;
697 while (*p && *p != ':') p++;
698 if (*p) *p++ = '\0';
699
700 preset = me->ourgame->default_params();
701 me->ourgame->decode_params(preset, val);
702
703 if (me->ourgame->validate_params(preset)) {
704 /* Drop this one from the list. */
705 me->ourgame->free_params(preset);
706 continue;
707 }
708
709 if (me->presetsize <= me->npresets) {
710 me->presetsize = me->npresets + 10;
711 me->presets = sresize(me->presets, me->presetsize,
712 game_params *);
713 me->preset_names = sresize(me->preset_names,
714 me->presetsize, char *);
715 }
716
717 me->presets[me->npresets] = preset;
718 me->preset_names[me->npresets] = name;
719 me->npresets++;
720 }
721 }
722 }
723
724 return me->npresets;
725 }
726
727 void midend_fetch_preset(midend_data *me, int n,
728 char **name, game_params **params)
729 {
730 assert(n >= 0 && n < me->npresets);
731 *name = me->preset_names[n];
732 *params = me->presets[n];
733 }
734
735 int midend_wants_statusbar(midend_data *me)
736 {
737 return me->ourgame->wants_statusbar();
738 }
739
740 void midend_supersede_game_desc(midend_data *me, char *desc)
741 {
742 sfree(me->desc);
743 me->desc = dupstr(desc);
744 }
745
746 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
747 {
748 char *titlebuf, *parstr, *rest;
749 config_item *ret;
750 char sep;
751
752 assert(wintitle);
753 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
754
755 switch (which) {
756 case CFG_SETTINGS:
757 sprintf(titlebuf, "%s configuration", me->ourgame->name);
758 *wintitle = titlebuf;
759 return me->ourgame->configure(me->params);
760 case CFG_SEED:
761 case CFG_DESC:
762 if (!me->curparams) {
763 sfree(titlebuf);
764 return NULL;
765 }
766 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
767 which == CFG_SEED ? "random" : "game");
768 *wintitle = titlebuf;
769
770 ret = snewn(2, config_item);
771
772 ret[0].type = C_STRING;
773 if (which == CFG_SEED)
774 ret[0].name = "Game random seed";
775 else
776 ret[0].name = "Game ID";
777 ret[0].ival = 0;
778 /*
779 * For CFG_DESC the text going in here will be a string
780 * encoding of the restricted parameters, plus a colon,
781 * plus the game description. For CFG_SEED it will be the
782 * full parameters, plus a hash, plus the random seed data.
783 * Either of these is a valid full game ID (although only
784 * the former is likely to persist across many code
785 * changes).
786 */
787 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
788 assert(parstr);
789 if (which == CFG_DESC) {
790 rest = me->desc ? me->desc : "";
791 sep = ':';
792 } else {
793 rest = me->seedstr ? me->seedstr : "";
794 sep = '#';
795 }
796 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
797 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
798 sfree(parstr);
799
800 ret[1].type = C_END;
801 ret[1].name = ret[1].sval = NULL;
802 ret[1].ival = 0;
803
804 return ret;
805 }
806
807 assert(!"We shouldn't be here");
808 return NULL;
809 }
810
811 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
812 {
813 char *error, *par, *desc, *seed;
814
815 seed = strchr(id, '#');
816 desc = strchr(id, ':');
817
818 if (desc && (!seed || desc < seed)) {
819 /*
820 * We have a colon separating parameters from game
821 * description. So `par' now points to the parameters
822 * string, and `desc' to the description string.
823 */
824 *desc++ = '\0';
825 par = id;
826 seed = NULL;
827 } else if (seed && (!desc || seed < desc)) {
828 /*
829 * We have a hash separating parameters from random seed.
830 * So `par' now points to the parameters string, and `seed'
831 * to the seed string.
832 */
833 *seed++ = '\0';
834 par = id;
835 desc = NULL;
836 } else {
837 /*
838 * We only have one string. Depending on `defmode', we take
839 * it to be either parameters, seed or description.
840 */
841 if (defmode == DEF_SEED) {
842 seed = id;
843 par = desc = NULL;
844 } else if (defmode == DEF_DESC) {
845 desc = id;
846 par = seed = NULL;
847 } else {
848 par = id;
849 seed = desc = NULL;
850 }
851 }
852
853 if (par) {
854 game_params *tmpparams;
855 tmpparams = me->ourgame->dup_params(me->params);
856 me->ourgame->decode_params(tmpparams, par);
857 error = me->ourgame->validate_params(tmpparams);
858 if (error) {
859 me->ourgame->free_params(tmpparams);
860 return error;
861 }
862 if (me->curparams)
863 me->ourgame->free_params(me->curparams);
864 me->curparams = tmpparams;
865
866 /*
867 * Now filter only the persistent parts of this state into
868 * the long-term params structure, unless we've _only_
869 * received a params string in which case the whole lot is
870 * persistent.
871 */
872 if (seed || desc) {
873 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
874 me->ourgame->decode_params(me->params, tmpstr);
875 sfree(tmpstr);
876 } else {
877 me->ourgame->free_params(me->params);
878 me->params = me->ourgame->dup_params(tmpparams);
879 }
880 }
881
882 sfree(me->desc);
883 me->desc = NULL;
884 sfree(me->seedstr);
885 me->seedstr = NULL;
886
887 if (desc) {
888 error = me->ourgame->validate_desc(me->params, desc);
889 if (error)
890 return error;
891
892 me->desc = dupstr(desc);
893 me->genmode = GOT_DESC;
894 if (me->aux_info)
895 me->ourgame->free_aux_info(me->aux_info);
896 me->aux_info = NULL;
897 }
898
899 if (seed) {
900 me->seedstr = dupstr(seed);
901 me->genmode = GOT_SEED;
902 }
903
904 return NULL;
905 }
906
907 char *midend_game_id(midend_data *me, char *id)
908 {
909 return midend_game_id_int(me, id, DEF_PARAMS);
910 }
911
912 char *midend_set_config(midend_data *me, int which, config_item *cfg)
913 {
914 char *error;
915 game_params *params;
916
917 switch (which) {
918 case CFG_SETTINGS:
919 params = me->ourgame->custom_params(cfg);
920 error = me->ourgame->validate_params(params);
921
922 if (error) {
923 me->ourgame->free_params(params);
924 return error;
925 }
926
927 me->ourgame->free_params(me->params);
928 me->params = params;
929 break;
930
931 case CFG_SEED:
932 case CFG_DESC:
933 error = midend_game_id_int(me, cfg[0].sval,
934 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
935 if (error)
936 return error;
937 break;
938 }
939
940 return NULL;
941 }
942
943 char *midend_text_format(midend_data *me)
944 {
945 if (me->ourgame->can_format_as_text && me->statepos > 0)
946 return me->ourgame->text_format(me->states[me->statepos-1].state);
947 else
948 return NULL;
949 }
950
951 char *midend_solve(midend_data *me)
952 {
953 game_state *s;
954 char *msg, *movestr;
955
956 if (!me->ourgame->can_solve)
957 return "This game does not support the Solve operation";
958
959 if (me->statepos < 1)
960 return "No game set up to solve"; /* _shouldn't_ happen! */
961
962 msg = "Solve operation failed"; /* game _should_ overwrite on error */
963 movestr = me->ourgame->solve(me->states[0].state,
964 me->states[me->statepos-1].state,
965 me->aux_info, &msg);
966 if (!movestr)
967 return msg;
968 s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
969 assert(s);
970 sfree(movestr);
971
972 /*
973 * Now enter the solved state as the next move.
974 */
975 midend_stop_anim(me);
976 while (me->nstates > me->statepos)
977 me->ourgame->free_game(me->states[--me->nstates].state);
978 ensure(me);
979 me->states[me->nstates].state = s;
980 me->states[me->nstates].special = TRUE; /* created using solve */
981 me->statepos = ++me->nstates;
982 if (me->ui)
983 me->ourgame->changed_state(me->ui,
984 me->states[me->statepos-2].state,
985 me->states[me->statepos-1].state);
986 me->anim_time = 0.0;
987 midend_finish_move(me);
988 midend_redraw(me);
989 midend_set_timer(me);
990 return NULL;
991 }
992
993 char *midend_rewrite_statusbar(midend_data *me, char *text)
994 {
995 /*
996 * An important special case is that we are occasionally called
997 * with our own laststatus, to update the timer.
998 */
999 if (me->laststatus != text) {
1000 sfree(me->laststatus);
1001 me->laststatus = dupstr(text);
1002 }
1003
1004 if (me->ourgame->is_timed) {
1005 char timebuf[100], *ret;
1006 int min, sec;
1007
1008 sec = me->elapsed;
1009 min = sec / 60;
1010 sec %= 60;
1011 sprintf(timebuf, "[%d:%02d] ", min, sec);
1012
1013 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
1014 strcpy(ret, timebuf);
1015 strcat(ret, text);
1016 return ret;
1017
1018 } else {
1019 return dupstr(text);
1020 }
1021 }