#include "puzzles.h"
+enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
+
struct midend_data {
frontend *frontend;
random_state *random;
const game *ourgame;
- char *seed;
- int fresh_seed;
+ char *desc, *seedstr;
+ game_aux_info *aux_info;
+ enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
int nstates, statesize, statepos;
game_params **presets;
char **preset_names;
int npresets, presetsize;
- game_params *params;
+ game_params *params, *tmpparams;
game_state **states;
game_drawstate *drawstate;
game_state *oldstate;
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
- me->seed = NULL;
- me->fresh_seed = FALSE;
+ me->tmpparams = NULL;
+ me->desc = NULL;
+ me->seedstr = NULL;
+ me->aux_info = NULL;
+ me->genmode = GOT_NOTHING;
me->drawstate = NULL;
me->oldstate = NULL;
me->presets = NULL;
void midend_free(midend_data *me)
{
sfree(me->states);
- sfree(me->seed);
+ sfree(me->desc);
+ sfree(me->seedstr);
+ random_free(me->random);
+ if (me->aux_info)
+ me->ourgame->free_aux_info(me->aux_info);
me->ourgame->free_params(me->params);
+ if (me->tmpparams)
+ me->ourgame->free_params(me->tmpparams);
sfree(me);
}
assert(me->nstates == 0);
- if (!me->fresh_seed) {
- sfree(me->seed);
- me->seed = me->ourgame->new_seed(me->params, me->random);
- } else
- me->fresh_seed = FALSE;
+ if (me->genmode == GOT_DESC) {
+ me->genmode = GOT_NOTHING;
+ } else {
+ random_state *rs;
+
+ if (me->genmode == GOT_SEED) {
+ me->genmode = GOT_NOTHING;
+ } else {
+ /*
+ * Generate a new random seed. 15 digits comes to about
+ * 48 bits, which should be more than enough.
+ */
+ char newseed[16];
+ int i;
+ newseed[15] = '\0';
+ for (i = 0; i < 15; i++)
+ newseed[i] = '0' + random_upto(me->random, 10);
+ sfree(me->seedstr);
+ me->seedstr = dupstr(newseed);
+ }
+
+ sfree(me->desc);
+ if (me->aux_info)
+ me->ourgame->free_aux_info(me->aux_info);
+ me->aux_info = NULL;
+
+ rs = random_init(me->seedstr, strlen(me->seedstr));
+ me->desc = me->ourgame->new_desc
+ (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info);
+ random_free(rs);
+
+ if (me->tmpparams) {
+ me->ourgame->free_params(me->tmpparams);
+ me->tmpparams = NULL;
+ }
+ }
ensure(me);
- me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed);
+ me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc);
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->states[0]);
if (me->ui)
float *ret;
if (me->nstates == 0) {
- char *seed = me->ourgame->new_seed(me->params, me->random);
- state = me->ourgame->new_game(me->params, seed);
- sfree(seed);
+ game_aux_info *aux = NULL;
+ char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
+ state = me->ourgame->new_game(me->params, desc);
+ sfree(desc);
+ if (aux)
+ me->ourgame->free_aux_info(aux);
} else
state = me->states[0];
*wintitle = dupstr(titlebuf);
return me->ourgame->configure(me->params);
case CFG_SEED:
- sprintf(titlebuf, "%s game selection", me->ourgame->name);
+ case CFG_DESC:
+ sprintf(titlebuf, "%s %s selection", me->ourgame->name,
+ which == CFG_SEED ? "random" : "game");
*wintitle = dupstr(titlebuf);
ret = snewn(2, config_item);
ret[0].type = C_STRING;
- ret[0].name = "Game ID";
+ if (which == CFG_SEED)
+ ret[0].name = "Game random seed";
+ else
+ ret[0].name = "Game ID";
ret[0].ival = 0;
/*
- * The text going in here will be a string encoding of the
- * parameters, plus a colon, plus the game seed. This is a
- * full game ID.
+ * For CFG_DESC the text going in here will be a string
+ * encoding of the restricted parameters, plus a colon,
+ * plus the game description. For CFG_SEED it will be the
+ * full parameters, plus a hash, plus the random seed data.
+ * Either of these is a valid full game ID (although only
+ * the former is likely to persist across many code
+ * changes).
*/
- parstr = me->ourgame->encode_params(me->params);
- ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
- sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
+ parstr = me->ourgame->encode_params(me->params, which == CFG_SEED);
+ if (which == CFG_DESC) {
+ ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
+ sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
+ } else if (me->seedstr) {
+ ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
+ sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
+ } else {
+ /*
+ * If the current game was not randomly generated, the
+ * best we can do is to give a template for typing a
+ * new seed in.
+ */
+ ret[0].sval = snewn(strlen(parstr) + 2, char);
+ sprintf(ret[0].sval, "%s#", parstr);
+ }
sfree(parstr);
ret[1].type = C_END;
return NULL;
}
-char *midend_game_id(midend_data *me, char *id, int def_seed)
+static char *midend_game_id_int(midend_data *me, char *id, int defmode)
{
- char *error, *par, *seed;
- game_params *params;
+ char *error, *par, *desc, *seed;
- seed = strchr(id, ':');
+ seed = strchr(id, '#');
+ desc = strchr(id, ':');
- if (seed) {
+ if (desc && (!seed || desc < seed)) {
/*
- * We have a colon separating parameters from game seed. So
- * `par' now points to the parameters string, and `seed' to
- * the seed string.
+ * We have a colon separating parameters from game
+ * description. So `par' now points to the parameters
+ * string, and `desc' to the description string.
+ */
+ *desc++ = '\0';
+ par = id;
+ seed = NULL;
+ } else if (seed && (!desc || seed < desc)) {
+ /*
+ * We have a hash separating parameters from random seed.
+ * So `par' now points to the parameters string, and `seed'
+ * to the seed string.
*/
*seed++ = '\0';
par = id;
+ desc = NULL;
} else {
/*
- * We only have one string. Depending on `def_seed', we
- * take it to be either parameters or seed.
+ * We only have one string. Depending on `defmode', we take
+ * it to be either parameters, seed or description.
*/
- if (def_seed) {
+ if (defmode == DEF_SEED) {
seed = id;
- par = NULL;
+ par = desc = NULL;
+ } else if (defmode == DEF_DESC) {
+ desc = id;
+ par = seed = NULL;
} else {
- seed = NULL;
par = id;
+ seed = desc = NULL;
}
}
if (par) {
- params = me->ourgame->decode_params(par);
- error = me->ourgame->validate_params(params);
+ game_params *tmpparams;
+ tmpparams = me->ourgame->dup_params(me->params);
+ me->ourgame->decode_params(tmpparams, par);
+ error = me->ourgame->validate_params(tmpparams);
if (error) {
- me->ourgame->free_params(params);
+ me->ourgame->free_params(tmpparams);
return error;
}
- me->ourgame->free_params(me->params);
- me->params = params;
+ if (me->tmpparams)
+ me->ourgame->free_params(me->tmpparams);
+ me->tmpparams = tmpparams;
+
+ /*
+ * Now filter only the persistent parts of this state into
+ * the long-term params structure, unless we've _only_
+ * received a params string in which case the whole lot is
+ * persistent.
+ */
+ if (seed || desc) {
+ char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
+ me->ourgame->decode_params(me->params, tmpstr);
+ } else {
+ me->ourgame->free_params(me->params);
+ me->params = me->ourgame->dup_params(tmpparams);
+ }
}
- if (seed) {
- error = me->ourgame->validate_seed(me->params, seed);
+ if (desc) {
+ error = me->ourgame->validate_desc(me->params, desc);
if (error)
return error;
- sfree(me->seed);
- me->seed = dupstr(seed);
- me->fresh_seed = TRUE;
+ sfree(me->desc);
+ me->desc = dupstr(desc);
+ me->genmode = GOT_DESC;
+ if (me->aux_info)
+ me->ourgame->free_aux_info(me->aux_info);
+ me->aux_info = NULL;
+ }
+
+ if (seed) {
+ sfree(me->seedstr);
+ me->seedstr = dupstr(seed);
+ me->genmode = GOT_SEED;
}
return NULL;
}
+char *midend_game_id(midend_data *me, char *id)
+{
+ return midend_game_id_int(me, id, DEF_PARAMS);
+}
+
char *midend_set_config(midend_data *me, int which, config_item *cfg)
{
char *error;
break;
case CFG_SEED:
- error = midend_game_id(me, cfg[0].sval, TRUE);
+ case CFG_DESC:
+ error = midend_game_id_int(me, cfg[0].sval,
+ (which == CFG_SEED ? DEF_SEED : DEF_DESC));
if (error)
return error;
break;
return NULL;
}
+
+char *midend_text_format(midend_data *me)
+{
+ if (me->ourgame->can_format_as_text && me->statepos > 0)
+ return me->ourgame->text_format(me->states[me->statepos-1]);
+ else
+ return NULL;
+}
+
+char *midend_solve(midend_data *me)
+{
+ game_state *s;
+ char *msg;
+
+ if (!me->ourgame->can_solve)
+ return "This game does not support the Solve operation";
+
+ if (me->statepos < 1)
+ return "No game set up to solve"; /* _shouldn't_ happen! */
+
+ msg = "Solve operation failed"; /* game _should_ overwrite on error */
+ s = me->ourgame->solve(me->states[0], me->aux_info, &msg);
+ if (!s)
+ return msg;
+
+ /*
+ * Now enter the solved state as the next move.~|~
+ */
+ midend_stop_anim(me);
+ while (me->nstates > me->statepos)
+ me->ourgame->free_game(me->states[--me->nstates]);
+ ensure(me);
+ me->states[me->nstates] = s;
+ me->statepos = ++me->nstates;
+ me->anim_time = 0.0;
+ midend_finish_move(me);
+ midend_redraw(me);
+ activate_timer(me->frontend);
+ return NULL;
+}