X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/6f2d8d7c70f6bbf8bce982ced1fa879e967afbbf..f467efadd6d03a2b7d3a7dfcd9ffa4a6eb144c5a:/midend.c diff --git a/midend.c b/midend.c index dbbaad4..dec0cc9 100644 --- a/midend.c +++ b/midend.c @@ -2,31 +2,40 @@ * midend.c: general middle fragment sitting between the * platform-specific front end and game-specific back end. * Maintains a move list, takes care of Undo and Redo commands, and - * processes standard keystrokes for undo/redo/new/restart/quit. + * processes standard keystrokes for undo/redo/new/quit. */ #include #include #include +#include +#include #include "puzzles.h" +enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ + +struct midend_state_entry { + game_state *state; + int special; /* created by solve or restart */ +}; + struct midend_data { frontend *frontend; random_state *random; const game *ourgame; - char *seed; + char *desc, *seedstr; game_aux_info *aux_info; - int fresh_seed; + 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_state **states; + game_params *params, *curparams; + struct midend_state_entry *states; game_drawstate *drawstate; game_state *oldstate; game_ui *ui; @@ -34,13 +43,20 @@ struct midend_data { float flash_time, flash_pos; int dir; + int timing; + float elapsed; + char *laststatus; + int pressed_mouse_button; + + int winwidth, winheight; }; #define ensure(me) do { \ if ((me)->nstates >= (me)->statesize) { \ (me)->statesize = (me)->nstates + 128; \ - (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ + (me)->states = sresize((me)->states, (me)->statesize, \ + struct midend_state_entry); \ } \ } while (0) @@ -58,9 +74,11 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->nstates = me->statesize = me->statepos = 0; me->states = NULL; me->params = ourgame->default_params(); - me->seed = NULL; + me->curparams = NULL; + me->desc = NULL; + me->seedstr = NULL; me->aux_info = NULL; - me->fresh_seed = FALSE; + me->genmode = GOT_NOTHING; me->drawstate = NULL; me->oldstate = NULL; me->presets = NULL; @@ -71,25 +89,59 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->dir = 0; me->ui = NULL; me->pressed_mouse_button = 0; + me->laststatus = NULL; + me->timing = FALSE; + me->elapsed = 0.0F; + me->winwidth = me->winheight = 0; sfree(randseed); return me; } +static void midend_free_game(midend_data *me) +{ + while (me->nstates > 0) + me->ourgame->free_game(me->states[--me->nstates].state); + + if (me->drawstate) + me->ourgame->free_drawstate(me->drawstate); +} + void midend_free(midend_data *me) { + int i; + + midend_free_game(me); + + random_free(me->random); sfree(me->states); - sfree(me->seed); + sfree(me->desc); + sfree(me->seedstr); if (me->aux_info) me->ourgame->free_aux_info(me->aux_info); me->ourgame->free_params(me->params); + if (me->npresets) { + for (i = 0; i < me->npresets; i++) { + sfree(me->presets[i]); + sfree(me->preset_names[i]); + } + sfree(me->presets); + sfree(me->preset_names); + } + if (me->ui) + me->ourgame->free_ui(me->ui); + if (me->curparams) + me->ourgame->free_params(me->curparams); + sfree(me->laststatus); sfree(me); } -void midend_size(midend_data *me, int *x, int *y) +void midend_size(midend_data *me, int *x, int *y, int expand) { - me->ourgame->size(me->params, x, y); + me->ourgame->size(me->params, me->drawstate, x, y, expand); + me->winwidth = *x; + me->winheight = *y; } void midend_set_params(midend_data *me, game_params *params) @@ -98,48 +150,101 @@ void midend_set_params(midend_data *me, game_params *params) me->params = me->ourgame->dup_params(params); } -void midend_new_game(midend_data *me) +static void midend_set_timer(midend_data *me) { - while (me->nstates > 0) - me->ourgame->free_game(me->states[--me->nstates]); + me->timing = (me->ourgame->is_timed && + me->ourgame->timing_state(me->states[me->statepos-1].state)); + if (me->timing || me->flash_time || me->anim_time) + activate_timer(me->frontend); + else + deactivate_timer(me->frontend); +} + +static void midend_size_new_drawstate(midend_data *me) +{ + me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, + TRUE); +} +void midend_force_redraw(midend_data *me) +{ if (me->drawstate) me->ourgame->free_drawstate(me->drawstate); + me->drawstate = me->ourgame->new_drawstate(me->states[0].state); + midend_size_new_drawstate(me); + midend_redraw(me); +} + +void midend_new_game(midend_data *me) +{ + midend_free_game(me); assert(me->nstates == 0); - if (!me->fresh_seed) { - sfree(me->seed); + 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. + * + * I'll avoid putting a leading zero on the number, + * just in case it confuses anybody who thinks it's + * processed as an integer rather than a string. + */ + char newseed[16]; + int i; + newseed[15] = '\0'; + newseed[0] = '1' + random_upto(me->random, 9); + for (i = 1; i < 15; i++) + newseed[i] = '0' + random_upto(me->random, 10); + sfree(me->seedstr); + me->seedstr = dupstr(newseed); + + if (me->curparams) + me->ourgame->free_params(me->curparams); + me->curparams = me->ourgame->dup_params(me->params); + } + + sfree(me->desc); if (me->aux_info) me->ourgame->free_aux_info(me->aux_info); me->aux_info = NULL; - me->seed = me->ourgame->new_seed(me->params, me->random, - &me->aux_info); - } else - me->fresh_seed = FALSE; + + rs = random_init(me->seedstr, strlen(me->seedstr)); + me->desc = me->ourgame->new_desc(me->curparams, rs, + &me->aux_info, TRUE); + random_free(rs); + } ensure(me); - me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed); + me->states[me->nstates].state = + me->ourgame->new_game(me, me->params, me->desc); + me->states[me->nstates].special = TRUE; + me->nstates++; me->statepos = 1; - me->drawstate = me->ourgame->new_drawstate(me->states[0]); + me->drawstate = me->ourgame->new_drawstate(me->states[0].state); + midend_size_new_drawstate(me); + me->elapsed = 0.0F; + midend_set_timer(me); if (me->ui) me->ourgame->free_ui(me->ui); - me->ui = me->ourgame->new_ui(me->states[0]); + me->ui = me->ourgame->new_ui(me->states[0].state); me->pressed_mouse_button = 0; } -void midend_restart_game(midend_data *me) -{ - while (me->nstates > 1) - me->ourgame->free_game(me->states[--me->nstates]); - me->statepos = me->nstates; - me->ourgame->free_ui(me->ui); - me->ui = me->ourgame->new_ui(me->states[0]); -} - static int midend_undo(midend_data *me) { if (me->statepos > 1) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos-2].state); me->statepos--; me->dir = -1; return 1; @@ -150,6 +255,10 @@ static int midend_undo(midend_data *me) static int midend_redo(midend_data *me) { if (me->statepos < me->nstates) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos].state); me->statepos++; me->dir = +1; return 1; @@ -161,11 +270,20 @@ static void midend_finish_move(midend_data *me) { float flashtime; - if (me->oldstate || me->statepos > 1) { + /* + * We do not flash if the later of the two states is special. + * This covers both forward Solve moves and backward (undone) + * Restart moves. + */ + if ((me->oldstate || me->statepos > 1) && + ((me->dir > 0 && !me->states[me->statepos-1].special) || + (me->dir < 0 && me->statepos < me->nstates && + !me->states[me->statepos].special))) { flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : - me->states[me->statepos-2], - me->states[me->statepos-1], - me->oldstate ? me->dir : +1); + me->states[me->statepos-2].state, + me->states[me->statepos-1].state, + me->oldstate ? me->dir : +1, + me->ui); if (flashtime > 0) { me->flash_pos = 0.0F; me->flash_time = flashtime; @@ -178,13 +296,10 @@ static void midend_finish_move(midend_data *me) me->anim_pos = me->anim_time = 0; me->dir = 0; - if (me->flash_time == 0 && me->anim_time == 0) - deactivate_timer(me->frontend); - else - activate_timer(me->frontend); + midend_set_timer(me); } -static void midend_stop_anim(midend_data *me) +void midend_stop_anim(midend_data *me) { if (me->oldstate || me->anim_time) { midend_finish_move(me); @@ -192,66 +307,107 @@ static void midend_stop_anim(midend_data *me) } } +void midend_restart_game(midend_data *me) +{ + game_state *s; + + midend_stop_anim(me); + + assert(me->statepos >= 1); + if (me->statepos == 1) + return; /* no point doing anything at all! */ + + s = me->ourgame->dup_game(me->states[0].state); + + /* + * Now enter the restarted state as the next move. + */ + midend_stop_anim(me); + while (me->nstates > me->statepos) + me->ourgame->free_game(me->states[--me->nstates].state); + ensure(me); + me->states[me->nstates].state = s; + me->states[me->nstates].special = TRUE; /* we just restarted */ + me->statepos = ++me->nstates; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); + me->anim_time = 0.0; + midend_finish_move(me); + midend_redraw(me); + midend_set_timer(me); +} + static int midend_really_process_key(midend_data *me, int x, int y, int button) { - game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]); + game_state *oldstate = + me->ourgame->dup_game(me->states[me->statepos - 1].state); + int special = FALSE, gotspecial = FALSE, ret = 1; float anim_time; if (button == 'n' || button == 'N' || button == '\x0E') { midend_stop_anim(me); midend_new_game(me); midend_redraw(me); - return 1; /* never animate */ - } else if (button == 'r' || button == 'R') { - midend_stop_anim(me); - midend_restart_game(me); - midend_redraw(me); - return 1; /* never animate */ + goto done; /* never animate */ } else if (button == 'u' || button == 'u' || button == '\x1A' || button == '\x1F') { midend_stop_anim(me); + special = me->states[me->statepos-1].special; + gotspecial = TRUE; if (!midend_undo(me)) - return 1; - } else if (button == '\x12') { + goto done; + } else if (button == 'r' || button == 'R' || + button == '\x12' || button == '\x19') { midend_stop_anim(me); if (!midend_redo(me)) - return 1; + goto done; } else if (button == 'q' || button == 'Q' || button == '\x11') { - me->ourgame->free_game(oldstate); - return 0; + ret = 0; + goto done; } else { - game_state *s = me->ourgame->make_move(me->states[me->statepos-1], - me->ui, x, y, button); + game_state *s = + me->ourgame->make_move(me->states[me->statepos-1].state, + me->ui, me->drawstate, x, y, button); - if (s == me->states[me->statepos-1]) { + if (s == me->states[me->statepos-1].state) { /* * make_move() is allowed to return its input state to * indicate that although no move has been made, the UI * state has been updated and a redraw is called for. */ midend_redraw(me); - return 1; + goto done; } else if (s) { midend_stop_anim(me); while (me->nstates > me->statepos) - me->ourgame->free_game(me->states[--me->nstates]); + me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); - me->states[me->nstates] = s; + me->states[me->nstates].state = s; + me->states[me->nstates].special = FALSE; /* normal move */ me->statepos = ++me->nstates; me->dir = +1; } else { - me->ourgame->free_game(oldstate); - return 1; + goto done; } } + if (!gotspecial) + special = me->states[me->statepos-1].special; + /* * See if this move requires an animation. */ - anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], - me->dir); + if (special) { + anim_time = 0; + } else { + anim_time = me->ourgame->anim_length(oldstate, + me->states[me->statepos-1].state, + me->dir, me->ui); + } - me->oldstate = oldstate; + me->oldstate = oldstate; oldstate = NULL; if (anim_time > 0) { me->anim_time = anim_time; } else { @@ -262,9 +418,11 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) midend_redraw(me); - activate_timer(me->frontend); + midend_set_timer(me); - return 1; + done: + if (oldstate) me->ourgame->free_game(oldstate); + return ret; } int midend_process_key(midend_data *me, int x, int y, int button) @@ -328,6 +486,14 @@ int midend_process_key(midend_data *me, int x, int y, int button) * pressed, invent a button-up for the first one and then * pass the button-down through as before. * + * 2005-05-31: An addendum to the above. Some games might want + * a `priority order' among buttons, such that if one button is + * pressed while another is down then a fixed one of the + * buttons takes priority no matter what order they're pressed + * in. Mines, in particular, wants to treat a left+right click + * like a left click for the benefit of users of other + * implementations. So the last of the above points is modified + * in the presence of an (optional) button priority order. */ if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { if (me->pressed_mouse_button) { @@ -341,6 +507,14 @@ int midend_process_key(midend_data *me, int x, int y, int button) } else return ret; /* ignore it */ } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { + /* + * If the new button has lower priority than the old one, + * don't bother doing this. + */ + if (me->ourgame->mouse_priorities & + BUTTON_BEATS(me->pressed_mouse_button, button)) + return ret; /* just ignore it */ + /* * Fabricate a button-up for the previously pressed button. */ @@ -373,11 +547,11 @@ void midend_redraw(midend_data *me) me->anim_pos < me->anim_time) { assert(me->dir != 0); me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, - me->states[me->statepos-1], me->dir, + me->states[me->statepos-1].state, me->dir, me->ui, me->anim_pos, me->flash_pos); } else { me->ourgame->redraw(me->frontend, me->drawstate, NULL, - me->states[me->statepos-1], +1 /*shrug*/, + me->states[me->statepos-1].state, +1 /*shrug*/, me->ui, 0.0, me->flash_pos); } end_draw(me->frontend); @@ -392,13 +566,22 @@ void midend_timer(midend_data *me, float tplus) if (me->anim_time > 0) midend_finish_move(me); } + me->flash_pos += tplus; if (me->flash_pos >= me->flash_time || me->flash_time == 0) { me->flash_pos = me->flash_time = 0; } - if (me->flash_time == 0 && me->anim_time == 0) - deactivate_timer(me->frontend); + midend_redraw(me); + + if (me->timing) { + float oldelapsed = me->elapsed; + me->elapsed += tplus; + if ((int)oldelapsed != (int)me->elapsed) + status_bar(me->frontend, me->laststatus ? me->laststatus : ""); + } + + midend_set_timer(me); } float *midend_colours(midend_data *me, int *ncolours) @@ -408,16 +591,43 @@ float *midend_colours(midend_data *me, int *ncolours) if (me->nstates == 0) { game_aux_info *aux = NULL; - char *seed = me->ourgame->new_seed(me->params, me->random, &aux); - state = me->ourgame->new_game(me->params, seed); - sfree(seed); + char *desc = me->ourgame->new_desc(me->params, me->random, + &aux, TRUE); + state = me->ourgame->new_game(me, me->params, desc); + sfree(desc); if (aux) me->ourgame->free_aux_info(aux); } else - state = me->states[0]; + state = me->states[0].state; ret = me->ourgame->colours(me->frontend, state, ncolours); + { + int i; + + /* + * Allow environment-based overrides for the standard + * colours by defining variables along the lines of + * `NET_COLOUR_4=6000c0'. + */ + + for (i = 0; i < *ncolours; i++) { + char buf[80], *e; + unsigned int r, g, b; + int j; + + sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i); + for (j = 0; buf[j]; j++) + buf[j] = toupper((unsigned char)buf[j]); + if ((e = getenv(buf)) != NULL && + sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) { + ret[i*3 + 0] = r / 255.0; + ret[i*3 + 1] = g / 255.0; + ret[i*3 + 2] = b / 255.0; + } + } + } + if (me->nstates == 0) me->ourgame->free_game(state); @@ -445,6 +655,59 @@ int midend_num_presets(midend_data *me) } } + { + /* + * Allow environment-based extensions to the preset list by + * defining a variable along the lines of `SOLO_PRESETS=2x3 + * Advanced:2x3da'. Colon-separated list of items, + * alternating between textual titles in the menu and + * encoded parameter strings. + */ + char buf[80], *e, *p; + int j; + + sprintf(buf, "%s_PRESETS", me->ourgame->name); + for (j = 0; buf[j]; j++) + buf[j] = toupper((unsigned char)buf[j]); + + if ((e = getenv(buf)) != NULL) { + p = e = dupstr(e); + + while (*p) { + char *name, *val; + game_params *preset; + + name = p; + while (*p && *p != ':') p++; + if (*p) *p++ = '\0'; + val = p; + while (*p && *p != ':') p++; + if (*p) *p++ = '\0'; + + preset = me->ourgame->default_params(); + me->ourgame->decode_params(preset, val); + + if (me->ourgame->validate_params(preset)) { + /* Drop this one from the list. */ + me->ourgame->free_params(preset); + continue; + } + + if (me->presetsize <= me->npresets) { + me->presetsize = me->npresets + 10; + me->presets = sresize(me->presets, me->presetsize, + game_params *); + me->preset_names = sresize(me->preset_names, + me->presetsize, char *); + } + + me->presets[me->npresets] = preset; + me->preset_names[me->npresets] = name; + me->npresets++; + } + } + } + return me->npresets; } @@ -461,35 +724,64 @@ int midend_wants_statusbar(midend_data *me) return me->ourgame->wants_statusbar(); } +void midend_supersede_game_desc(midend_data *me, char *desc) +{ + sfree(me->desc); + me->desc = dupstr(desc); +} + config_item *midend_get_config(midend_data *me, int which, char **wintitle) { - char *titlebuf, *parstr; + char *titlebuf, *parstr, *rest; config_item *ret; + char sep; + assert(wintitle); titlebuf = snewn(40 + strlen(me->ourgame->name), char); switch (which) { case CFG_SETTINGS: sprintf(titlebuf, "%s configuration", me->ourgame->name); - *wintitle = dupstr(titlebuf); + *wintitle = titlebuf; return me->ourgame->configure(me->params); case CFG_SEED: - sprintf(titlebuf, "%s game selection", me->ourgame->name); - *wintitle = dupstr(titlebuf); + case CFG_DESC: + if (!me->curparams) { + sfree(titlebuf); + return NULL; + } + sprintf(titlebuf, "%s %s selection", me->ourgame->name, + which == CFG_SEED ? "random" : "game"); + *wintitle = 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->curparams, which == CFG_SEED); + assert(parstr); + if (which == CFG_DESC) { + rest = me->desc ? me->desc : ""; + sep = ':'; + } else { + rest = me->seedstr ? me->seedstr : ""; + sep = '#'; + } + ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char); + sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest); sfree(parstr); ret[1].type = C_END; @@ -503,62 +795,107 @@ config_item *midend_get_config(midend_data *me, int which, char **wintitle) 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->curparams) + me->ourgame->free_params(me->curparams); + me->curparams = 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); + sfree(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); + sfree(me->desc); + me->desc = NULL; + sfree(me->seedstr); + me->seedstr = NULL; + + 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; + 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) { + 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; @@ -579,7 +916,9 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg) 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; @@ -591,7 +930,76 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg) 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]); + return me->ourgame->text_format(me->states[me->statepos-1].state); 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].state, + me->states[me->statepos-1].state, + 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].state); + ensure(me); + me->states[me->nstates].state = s; + me->states[me->nstates].special = TRUE; /* created using solve */ + me->statepos = ++me->nstates; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); + me->anim_time = 0.0; + midend_finish_move(me); + midend_redraw(me); + midend_set_timer(me); + return NULL; +} + +char *midend_rewrite_statusbar(midend_data *me, char *text) +{ + /* + * An important special case is that we are occasionally called + * with our own laststatus, to update the timer. + */ + if (me->laststatus != text) { + sfree(me->laststatus); + me->laststatus = dupstr(text); + } + + if (me->ourgame->is_timed) { + char timebuf[100], *ret; + int min, sec; + + sec = me->elapsed; + min = sec / 60; + sec %= 60; + sprintf(timebuf, "[%d:%02d] ", min, sec); + + ret = snewn(strlen(timebuf) + strlen(text) + 1, char); + strcpy(ret, timebuf); + strcat(ret, text); + return ret; + + } else { + return dupstr(text); + } +}