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blank grid until you make the first click; to ensure solubility, it does not generate the mine layout until that click, and then ensures it is solvable starting from that position. This has involved three infrastructure changes: - random.c now offers functions to encode and decode an entire random_state as a string - each puzzle's new_game() is now passed a pointer to the midend itself, which most of them ignore - there's a function in the midend which a game can call back to _rewrite_ its current game description. So Mines now has two entirely separate forms of game ID. One contains the generation-time parameters (n and unique) plus an encoding of a random_state; the other actually encodes the grid once it's been generated, and also contains the initial click position. When called with the latter, new_game() does plausibly normal stuff. When called with the former, it notes down all the details and waits until the first square is opened, and _then_ does the grid generation and updates the game description in the midend. So if, _after_ your first click, you decide you want to share this particular puzzle with someone else, you can do that fine. Also in this checkin, the mine layout is no longer _copied_ between all the game_states on the undo chain. Instead, it's in a separate structure and all game_states share a pointer to it - and the structure is reference-counted to ensure deallocation. [originally from svn r5862]
872 lines
25 KiB
C
872 lines
25 KiB
C
/*
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* midend.c: general middle fragment sitting between the
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* platform-specific front end and game-specific back end.
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* Maintains a move list, takes care of Undo and Redo commands, and
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* processes standard keystrokes for undo/redo/new/quit.
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*/
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <ctype.h>
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#include "puzzles.h"
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enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
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struct midend_state_entry {
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game_state *state;
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int special; /* created by solve or restart */
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};
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struct midend_data {
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frontend *frontend;
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random_state *random;
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const game *ourgame;
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char *desc, *seedstr;
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game_aux_info *aux_info;
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enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
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int nstates, statesize, statepos;
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game_params **presets;
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char **preset_names;
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int npresets, presetsize;
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game_params *params, *curparams;
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struct midend_state_entry *states;
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game_drawstate *drawstate;
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game_state *oldstate;
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game_ui *ui;
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float anim_time, anim_pos;
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float flash_time, flash_pos;
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int dir;
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int pressed_mouse_button;
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};
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#define ensure(me) do { \
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if ((me)->nstates >= (me)->statesize) { \
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(me)->statesize = (me)->nstates + 128; \
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(me)->states = sresize((me)->states, (me)->statesize, \
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struct midend_state_entry); \
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} \
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} while (0)
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midend_data *midend_new(frontend *fe, const game *ourgame)
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{
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midend_data *me = snew(midend_data);
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void *randseed;
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int randseedsize;
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get_random_seed(&randseed, &randseedsize);
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me->frontend = fe;
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me->ourgame = ourgame;
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me->random = random_init(randseed, randseedsize);
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me->nstates = me->statesize = me->statepos = 0;
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me->states = NULL;
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me->params = ourgame->default_params();
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me->curparams = NULL;
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me->desc = NULL;
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me->seedstr = NULL;
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me->aux_info = NULL;
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me->genmode = GOT_NOTHING;
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me->drawstate = NULL;
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me->oldstate = NULL;
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me->presets = NULL;
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me->preset_names = NULL;
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me->npresets = me->presetsize = 0;
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me->anim_time = me->anim_pos = 0.0F;
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me->flash_time = me->flash_pos = 0.0F;
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me->dir = 0;
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me->ui = NULL;
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me->pressed_mouse_button = 0;
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sfree(randseed);
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return me;
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}
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void midend_free(midend_data *me)
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{
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sfree(me->states);
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sfree(me->desc);
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sfree(me->seedstr);
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random_free(me->random);
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if (me->aux_info)
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me->ourgame->free_aux_info(me->aux_info);
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me->ourgame->free_params(me->params);
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if (me->curparams)
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me->ourgame->free_params(me->curparams);
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sfree(me);
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}
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void midend_size(midend_data *me, int *x, int *y)
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{
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me->ourgame->size(me->params, x, y);
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}
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void midend_set_params(midend_data *me, game_params *params)
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{
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me->ourgame->free_params(me->params);
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me->params = me->ourgame->dup_params(params);
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}
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void midend_new_game(midend_data *me)
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{
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while (me->nstates > 0)
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me->ourgame->free_game(me->states[--me->nstates].state);
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if (me->drawstate)
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me->ourgame->free_drawstate(me->drawstate);
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assert(me->nstates == 0);
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if (me->genmode == GOT_DESC) {
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me->genmode = GOT_NOTHING;
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} else {
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random_state *rs;
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if (me->genmode == GOT_SEED) {
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me->genmode = GOT_NOTHING;
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} else {
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/*
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* Generate a new random seed. 15 digits comes to about
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* 48 bits, which should be more than enough.
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*
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* I'll avoid putting a leading zero on the number,
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* just in case it confuses anybody who thinks it's
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* processed as an integer rather than a string.
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*/
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char newseed[16];
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int i;
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newseed[15] = '\0';
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newseed[0] = '1' + random_upto(me->random, 9);
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for (i = 1; i < 15; i++)
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newseed[i] = '0' + random_upto(me->random, 10);
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sfree(me->seedstr);
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me->seedstr = dupstr(newseed);
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if (me->curparams)
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me->ourgame->free_params(me->curparams);
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me->curparams = me->ourgame->dup_params(me->params);
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}
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sfree(me->desc);
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if (me->aux_info)
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me->ourgame->free_aux_info(me->aux_info);
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me->aux_info = NULL;
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rs = random_init(me->seedstr, strlen(me->seedstr));
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me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info);
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random_free(rs);
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}
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ensure(me);
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me->states[me->nstates].state =
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me->ourgame->new_game(me, me->params, me->desc);
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me->states[me->nstates].special = TRUE;
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me->nstates++;
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me->statepos = 1;
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me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
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if (me->ui)
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me->ourgame->free_ui(me->ui);
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me->ui = me->ourgame->new_ui(me->states[0].state);
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me->pressed_mouse_button = 0;
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}
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static int midend_undo(midend_data *me)
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{
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if (me->statepos > 1) {
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me->statepos--;
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me->dir = -1;
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return 1;
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} else
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return 0;
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}
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static int midend_redo(midend_data *me)
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{
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if (me->statepos < me->nstates) {
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me->statepos++;
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me->dir = +1;
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return 1;
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} else
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return 0;
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}
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static void midend_finish_move(midend_data *me)
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{
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float flashtime;
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/*
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* We do not flash if the later of the two states is special.
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* This covers both forward Solve moves and backward (undone)
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* Restart moves.
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*/
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if ((me->oldstate || me->statepos > 1) &&
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((me->dir > 0 && !me->states[me->statepos-1].special) ||
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(me->dir < 0 && me->statepos < me->nstates &&
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!me->states[me->statepos].special))) {
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flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state,
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me->oldstate ? me->dir : +1,
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me->ui);
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if (flashtime > 0) {
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me->flash_pos = 0.0F;
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me->flash_time = flashtime;
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}
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}
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if (me->oldstate)
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me->ourgame->free_game(me->oldstate);
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me->oldstate = NULL;
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me->anim_pos = me->anim_time = 0;
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me->dir = 0;
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if (me->flash_time == 0 && me->anim_time == 0)
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deactivate_timer(me->frontend);
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else
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activate_timer(me->frontend);
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}
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static void midend_stop_anim(midend_data *me)
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{
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if (me->oldstate || me->anim_time) {
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midend_finish_move(me);
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midend_redraw(me);
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}
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}
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void midend_restart_game(midend_data *me)
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{
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game_state *s;
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midend_stop_anim(me);
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assert(me->statepos >= 1);
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if (me->statepos == 1)
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return; /* no point doing anything at all! */
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s = me->ourgame->dup_game(me->states[0].state);
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/*
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* Now enter the restarted state as the next move.
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*/
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates].state);
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ensure(me);
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me->states[me->nstates].state = s;
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me->states[me->nstates].special = TRUE; /* we just restarted */
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me->statepos = ++me->nstates;
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me->anim_time = 0.0;
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midend_finish_move(me);
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midend_redraw(me);
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activate_timer(me->frontend);
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}
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static int midend_really_process_key(midend_data *me, int x, int y, int button)
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{
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game_state *oldstate =
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me->ourgame->dup_game(me->states[me->statepos - 1].state);
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int special = FALSE, gotspecial = FALSE;
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float anim_time;
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if (button == 'n' || button == 'N' || button == '\x0E') {
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midend_stop_anim(me);
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midend_new_game(me);
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midend_redraw(me);
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return 1; /* never animate */
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} else if (button == 'u' || button == 'u' ||
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button == '\x1A' || button == '\x1F') {
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midend_stop_anim(me);
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special = me->states[me->statepos-1].special;
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gotspecial = TRUE;
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if (!midend_undo(me))
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return 1;
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} else if (button == 'r' || button == 'R' ||
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button == '\x12') {
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midend_stop_anim(me);
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if (!midend_redo(me))
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return 1;
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} else if (button == 'q' || button == 'Q' || button == '\x11') {
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me->ourgame->free_game(oldstate);
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return 0;
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} else {
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game_state *s =
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me->ourgame->make_move(me->states[me->statepos-1].state,
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me->ui, x, y, button);
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if (s == me->states[me->statepos-1].state) {
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/*
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* make_move() is allowed to return its input state to
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* indicate that although no move has been made, the UI
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* state has been updated and a redraw is called for.
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*/
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midend_redraw(me);
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return 1;
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} else if (s) {
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates].state);
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ensure(me);
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me->states[me->nstates].state = s;
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me->states[me->nstates].special = FALSE; /* normal move */
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me->statepos = ++me->nstates;
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me->dir = +1;
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} else {
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me->ourgame->free_game(oldstate);
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return 1;
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}
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}
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if (!gotspecial)
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special = me->states[me->statepos-1].special;
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/*
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* See if this move requires an animation.
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*/
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if (special) {
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anim_time = 0;
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} else {
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anim_time = me->ourgame->anim_length(oldstate,
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me->states[me->statepos-1].state,
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me->dir, me->ui);
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}
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me->oldstate = oldstate;
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if (anim_time > 0) {
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me->anim_time = anim_time;
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} else {
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me->anim_time = 0.0;
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midend_finish_move(me);
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}
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me->anim_pos = 0.0;
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midend_redraw(me);
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activate_timer(me->frontend);
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return 1;
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}
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int midend_process_key(midend_data *me, int x, int y, int button)
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{
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int ret = 1;
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/*
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* Harmonise mouse drag and release messages.
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*
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* Some front ends might accidentally switch from sending, say,
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* RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
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* drag. (This can happen on the Mac, for example, since
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* RIGHT_DRAG is usually done using Command+drag, and if the
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* user accidentally releases Command half way through the drag
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* then there will be trouble.)
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*
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* It would be an O(number of front ends) annoyance to fix this
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* in the front ends, but an O(number of back ends) annoyance
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* to have each game capable of dealing with it. Therefore, we
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* fix it _here_ in the common midend code so that it only has
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* to be done once.
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*
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* The possible ways in which things can go screwy in the front
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* end are:
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*
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* - in a system containing multiple physical buttons button
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* presses can inadvertently overlap. We can see ABab (caps
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* meaning button-down and lowercase meaning button-up) when
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* the user had semantically intended AaBb.
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*
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* - in a system where one button is simulated by means of a
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* modifier key and another button, buttons can mutate
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* between press and release (possibly during drag). So we
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* can see Ab instead of Aa.
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*
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* Definite requirements are:
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*
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* - button _presses_ must never be invented or destroyed. If
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* the user presses two buttons in succession, the button
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* presses must be transferred to the backend unchanged. So
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* if we see AaBb , that's fine; if we see ABab (the button
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* presses inadvertently overlapped) we must somehow
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* `correct' it to AaBb.
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*
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* - every mouse action must end up looking like a press, zero
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* or more drags, then a release. This allows back ends to
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* make the _assumption_ that incoming mouse data will be
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* sane in this regard, and not worry about the details.
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*
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* So my policy will be:
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*
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* - treat any button-up as a button-up for the currently
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* pressed button, or ignore it if there is no currently
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* pressed button.
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*
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* - treat any drag as a drag for the currently pressed
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* button, or ignore it if there is no currently pressed
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* button.
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*
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* - if we see a button-down while another button is currently
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* pressed, invent a button-up for the first one and then
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* pass the button-down through as before.
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*
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*/
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if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
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if (me->pressed_mouse_button) {
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if (IS_MOUSE_DRAG(button)) {
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button = me->pressed_mouse_button +
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(LEFT_DRAG - LEFT_BUTTON);
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} else {
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button = me->pressed_mouse_button +
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(LEFT_RELEASE - LEFT_BUTTON);
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}
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} else
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return ret; /* ignore it */
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} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
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/*
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* Fabricate a button-up for the previously pressed button.
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*/
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ret = ret && midend_really_process_key
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(me, x, y, (me->pressed_mouse_button +
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(LEFT_RELEASE - LEFT_BUTTON)));
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}
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/*
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* Now send on the event we originally received.
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*/
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ret = ret && midend_really_process_key(me, x, y, button);
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/*
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* And update the currently pressed button.
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*/
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if (IS_MOUSE_RELEASE(button))
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me->pressed_mouse_button = 0;
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else if (IS_MOUSE_DOWN(button))
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me->pressed_mouse_button = button;
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return ret;
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}
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void midend_redraw(midend_data *me)
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{
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if (me->statepos > 0 && me->drawstate) {
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start_draw(me->frontend);
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if (me->oldstate && me->anim_time > 0 &&
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me->anim_pos < me->anim_time) {
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assert(me->dir != 0);
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me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
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me->states[me->statepos-1].state, me->dir,
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me->ui, me->anim_pos, me->flash_pos);
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} else {
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me->ourgame->redraw(me->frontend, me->drawstate, NULL,
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me->states[me->statepos-1].state, +1 /*shrug*/,
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me->ui, 0.0, me->flash_pos);
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}
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end_draw(me->frontend);
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}
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}
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void midend_timer(midend_data *me, float tplus)
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{
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me->anim_pos += tplus;
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if (me->anim_pos >= me->anim_time ||
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me->anim_time == 0 || !me->oldstate) {
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if (me->anim_time > 0)
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midend_finish_move(me);
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}
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me->flash_pos += tplus;
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if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
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me->flash_pos = me->flash_time = 0;
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}
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if (me->flash_time == 0 && me->anim_time == 0)
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deactivate_timer(me->frontend);
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midend_redraw(me);
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}
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float *midend_colours(midend_data *me, int *ncolours)
|
|
{
|
|
game_state *state = NULL;
|
|
float *ret;
|
|
|
|
if (me->nstates == 0) {
|
|
game_aux_info *aux = NULL;
|
|
char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
|
|
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;
|
|
|
|
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);
|
|
|
|
return ret;
|
|
}
|
|
|
|
int midend_num_presets(midend_data *me)
|
|
{
|
|
if (!me->npresets) {
|
|
char *name;
|
|
game_params *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,
|
|
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++;
|
|
}
|
|
}
|
|
|
|
{
|
|
/*
|
|
* 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;
|
|
}
|
|
|
|
void midend_fetch_preset(midend_data *me, int n,
|
|
char **name, game_params **params)
|
|
{
|
|
assert(n >= 0 && n < me->npresets);
|
|
*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;
|
|
config_item *ret;
|
|
|
|
titlebuf = snewn(40 + strlen(me->ourgame->name), char);
|
|
|
|
switch (which) {
|
|
case CFG_SETTINGS:
|
|
sprintf(titlebuf, "%s configuration", me->ourgame->name);
|
|
*wintitle = dupstr(titlebuf);
|
|
return me->ourgame->configure(me->params);
|
|
case CFG_SEED:
|
|
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;
|
|
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);
|
|
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;
|
|
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->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;
|
|
me->anim_time = 0.0;
|
|
midend_finish_move(me);
|
|
midend_redraw(me);
|
|
activate_timer(me->frontend);
|
|
return NULL;
|
|
}
|