X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/eb2ad6f1d0284c83b3cb5caf631c659441189d7d..5d8c6c556982ae44f786d14a6d641182ced15043:/midend.c diff --git a/midend.c b/midend.c index cafc8ea..dec0cc9 100644 --- a/midend.c +++ b/midend.c @@ -2,107 +2,251 @@ * 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; - char *seed; + random_state *random; + const game *ourgame; + + 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_state **states; + game_params *params, *curparams; + struct midend_state_entry *states; game_drawstate *drawstate; game_state *oldstate; + game_ui *ui; float anim_time, anim_pos; + 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) -midend_data *midend_new(frontend *frontend) +midend_data *midend_new(frontend *fe, const game *ourgame) { midend_data *me = snew(midend_data); + void *randseed; + int randseedsize; + + get_random_seed(&randseed, &randseedsize); - me->frontend = frontend; + me->frontend = fe; + me->ourgame = ourgame; + me->random = random_init(randseed, randseedsize); me->nstates = me->statesize = me->statepos = 0; me->states = NULL; - me->params = default_params(); - me->seed = NULL; + me->params = ourgame->default_params(); + me->curparams = NULL; + me->desc = NULL; + me->seedstr = NULL; + me->aux_info = NULL; + me->genmode = GOT_NOTHING; me->drawstate = NULL; me->oldstate = NULL; me->presets = NULL; me->preset_names = NULL; me->npresets = me->presetsize = 0; + me->anim_time = me->anim_pos = 0.0F; + me->flash_time = me->flash_pos = 0.0F; + 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); - free_params(me->params); + 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) { - game_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) { - free_params(me->params); - me->params = dup_params(params); + me->ourgame->free_params(me->params); + me->params = me->ourgame->dup_params(params); } -void midend_new_game(midend_data *me, char *seed) +static void midend_set_timer(midend_data *me) { - while (me->nstates > 0) - 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) - game_free_drawstate(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); - sfree(me->seed); - if (seed) - me->seed = dupstr(seed); - else - me->seed = new_game_seed(me->params); + 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; + + 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++] = 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 = game_new_drawstate(me->states[0]); -} - -void midend_restart_game(midend_data *me) -{ - while (me->nstates > 1) - free_game(me->states[--me->nstates]); - me->statepos = me->nstates; + 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].state); + me->pressed_mouse_button = 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; } else return 0; @@ -111,79 +255,288 @@ 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; } else return 0; } -int midend_process_key(midend_data *me, int x, int y, int button) +static void midend_finish_move(midend_data *me) { - game_state *oldstate = dup_game(me->states[me->statepos - 1]); - float anim_time; + float flashtime; + + /* + * 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].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; + } + } + if (me->oldstate) + me->ourgame->free_game(me->oldstate); + me->oldstate = NULL; + me->anim_pos = me->anim_time = 0; + me->dir = 0; + + midend_set_timer(me); +} + +void midend_stop_anim(midend_data *me) +{ if (me->oldstate || me->anim_time) { - if (me->oldstate) - free_game(me->oldstate); - me->oldstate = NULL; - me->anim_pos = me->anim_time = 0; - deactivate_timer(me->frontend); + midend_finish_move(me); midend_redraw(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].state); + int special = FALSE, gotspecial = FALSE, ret = 1; + float anim_time; if (button == 'n' || button == 'N' || button == '\x0E') { - midend_new_game(me, NULL); - midend_redraw(me); - return 1; /* never animate */ - } else if (button == 'r' || button == 'R') { - midend_restart_game(me); + midend_stop_anim(me); + midend_new_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') { - free_game(oldstate); - return 0; + ret = 0; + goto done; } else { - game_state *s = make_move(me->states[me->statepos-1], x, y, button); - - if (s) { + 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].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); + goto done; + } else if (s) { + midend_stop_anim(me); while (me->nstates > me->statepos) - 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 { - 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 = game_anim_length(oldstate, me->states[me->statepos-1]); + 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; oldstate = NULL; if (anim_time > 0) { - me->oldstate = oldstate; me->anim_time = anim_time; } else { - free_game(oldstate); - me->oldstate = NULL; me->anim_time = 0.0; + midend_finish_move(me); } me->anim_pos = 0.0; midend_redraw(me); - activate_timer(me->frontend); + midend_set_timer(me); + + done: + if (oldstate) me->ourgame->free_game(oldstate); + return ret; +} + +int midend_process_key(midend_data *me, int x, int y, int button) +{ + int ret = 1; + + /* + * Harmonise mouse drag and release messages. + * + * Some front ends might accidentally switch from sending, say, + * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a + * drag. (This can happen on the Mac, for example, since + * RIGHT_DRAG is usually done using Command+drag, and if the + * user accidentally releases Command half way through the drag + * then there will be trouble.) + * + * It would be an O(number of front ends) annoyance to fix this + * in the front ends, but an O(number of back ends) annoyance + * to have each game capable of dealing with it. Therefore, we + * fix it _here_ in the common midend code so that it only has + * to be done once. + * + * The possible ways in which things can go screwy in the front + * end are: + * + * - in a system containing multiple physical buttons button + * presses can inadvertently overlap. We can see ABab (caps + * meaning button-down and lowercase meaning button-up) when + * the user had semantically intended AaBb. + * + * - in a system where one button is simulated by means of a + * modifier key and another button, buttons can mutate + * between press and release (possibly during drag). So we + * can see Ab instead of Aa. + * + * Definite requirements are: + * + * - button _presses_ must never be invented or destroyed. If + * the user presses two buttons in succession, the button + * presses must be transferred to the backend unchanged. So + * if we see AaBb , that's fine; if we see ABab (the button + * presses inadvertently overlapped) we must somehow + * `correct' it to AaBb. + * + * - every mouse action must end up looking like a press, zero + * or more drags, then a release. This allows back ends to + * make the _assumption_ that incoming mouse data will be + * sane in this regard, and not worry about the details. + * + * So my policy will be: + * + * - treat any button-up as a button-up for the currently + * pressed button, or ignore it if there is no currently + * pressed button. + * + * - treat any drag as a drag for the currently pressed + * button, or ignore it if there is no currently pressed + * button. + * + * - if we see a button-down while another button is currently + * 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) { + if (IS_MOUSE_DRAG(button)) { + button = me->pressed_mouse_button + + (LEFT_DRAG - LEFT_BUTTON); + } else { + button = me->pressed_mouse_button + + (LEFT_RELEASE - LEFT_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. + */ + ret = ret && midend_really_process_key + (me, x, y, (me->pressed_mouse_button + + (LEFT_RELEASE - LEFT_BUTTON))); + } + + /* + * Now send on the event we originally received. + */ + ret = ret && midend_really_process_key(me, x, y, button); + + /* + * And update the currently pressed button. + */ + if (IS_MOUSE_RELEASE(button)) + me->pressed_mouse_button = 0; + else if (IS_MOUSE_DOWN(button)) + me->pressed_mouse_button = button; - return 1; + return ret; } void midend_redraw(midend_data *me) @@ -192,11 +545,14 @@ void midend_redraw(midend_data *me) start_draw(me->frontend); if (me->oldstate && me->anim_time > 0 && me->anim_pos < me->anim_time) { - game_redraw(me->frontend, me->drawstate, me->oldstate, - me->states[me->statepos-1], me->anim_pos); + assert(me->dir != 0); + me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, + me->states[me->statepos-1].state, me->dir, + me->ui, me->anim_pos, me->flash_pos); } else { - game_redraw(me->frontend, me->drawstate, NULL, - me->states[me->statepos-1], 0.0); + me->ourgame->redraw(me->frontend, me->drawstate, NULL, + me->states[me->statepos-1].state, +1 /*shrug*/, + me->ui, 0.0, me->flash_pos); } end_draw(me->frontend); } @@ -207,13 +563,25 @@ void midend_timer(midend_data *me, float tplus) me->anim_pos += tplus; if (me->anim_pos >= me->anim_time || me->anim_time == 0 || !me->oldstate) { - if (me->oldstate) - free_game(me->oldstate); - me->oldstate = NULL; - me->anim_pos = me->anim_time = 0; - deactivate_timer(me->frontend); + 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; } + 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) @@ -222,16 +590,46 @@ float *midend_colours(midend_data *me, int *ncolours) float *ret; if (me->nstates == 0) { - char *seed = new_game_seed(me->params); - state = new_game(me->params, seed); - sfree(seed); + game_aux_info *aux = NULL; + 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]; - - ret = game_colours(me->frontend, state, ncolours); + 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) - free_game(state); + me->ourgame->free_game(state); return ret; } @@ -242,7 +640,7 @@ int midend_num_presets(midend_data *me) char *name; game_params *preset; - while (game_fetch_preset(me->npresets, &name, &preset)) { + while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { if (me->presetsize <= me->npresets) { me->presetsize = me->npresets + 10; me->presets = sresize(me->presets, me->presetsize, @@ -257,6 +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; } @@ -267,3 +718,288 @@ void midend_fetch_preset(midend_data *me, int n, *name = me->preset_names[n]; *params = me->presets[n]; } + +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, *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 = titlebuf; + return me->ourgame->configure(me->params); + case CFG_SEED: + 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; + if (which == CFG_SEED) + ret[0].name = "Game random seed"; + else + ret[0].name = "Game ID"; + ret[0].ival = 0; + /* + * 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->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; + ret[1].name = ret[1].sval = NULL; + ret[1].ival = 0; + + return ret; + } + + assert(!"We shouldn't be here"); + return NULL; +} + +static char *midend_game_id_int(midend_data *me, char *id, int defmode) +{ + char *error, *par, *desc, *seed; + + seed = strchr(id, '#'); + desc = strchr(id, ':'); + + if (desc && (!seed || desc < seed)) { + /* + * 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 `defmode', we take + * it to be either parameters, seed or description. + */ + if (defmode == DEF_SEED) { + seed = id; + par = desc = NULL; + } else if (defmode == DEF_DESC) { + desc = id; + par = seed = NULL; + } else { + par = id; + seed = desc = NULL; + } + } + + if (par) { + 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(tmpparams); + return error; + } + 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); + } + } + + 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; + + 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; + game_params *params; + + switch (which) { + case CFG_SETTINGS: + params = me->ourgame->custom_params(cfg); + error = me->ourgame->validate_params(params); + + if (error) { + me->ourgame->free_params(params); + return error; + } + + me->ourgame->free_params(me->params); + me->params = params; + break; + + case CFG_SEED: + 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].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); + } +}