random_state *random;
const game *ourgame;
- game_params **presets;
- char **preset_names;
- int npresets, presetsize;
+ struct preset_menu *preset_menu;
+ char **encoded_presets; /* for midend_which_preset to check against */
+ int n_encoded_presets;
/*
* `desc' and `privdesc' deserve a comment.
int pressed_mouse_button;
int preferred_tilesize, tilesize, winwidth, winheight;
+
+ void (*game_id_change_notify_function)(void *);
+ void *game_id_change_notify_ctx;
};
#define ensure(me) do { \
} \
} while (0)
+void midend_reset_tilesize(midend *me)
+{
+ me->preferred_tilesize = me->ourgame->preferred_tilesize;
+ {
+ /*
+ * Allow an environment-based override for the default tile
+ * size by defining a variable along the lines of
+ * `NET_TILESIZE=15'.
+ */
+
+ char buf[80], *e;
+ int j, k, ts;
+
+ sprintf(buf, "%s_TILESIZE", me->ourgame->name);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+ if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
+ me->preferred_tilesize = ts;
+ }
+}
+
midend *midend_new(frontend *fe, const game *ourgame,
const drawing_api *drapi, void *drhandle)
{
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
+ me->game_id_change_notify_function = NULL;
+ me->game_id_change_notify_ctx = NULL;
+
+ /*
+ * Allow environment-based changing of the default settings by
+ * defining a variable along the lines of `NET_DEFAULT=25x25w'
+ * in which the value is an encoded parameter string.
+ */
+ {
+ char buf[80], *e;
+ int j, k;
+ sprintf(buf, "%s_DEFAULT", me->ourgame->name);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+ if ((e = getenv(buf)) != NULL)
+ me->ourgame->decode_params(me->params, e);
+ }
me->curparams = NULL;
me->desc = me->privdesc = NULL;
me->seedstr = NULL;
me->genmode = GOT_NOTHING;
me->drawstate = NULL;
me->oldstate = NULL;
- me->presets = NULL;
- me->preset_names = NULL;
- me->npresets = me->presetsize = 0;
+ me->preset_menu = NULL;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
me->elapsed = 0.0F;
me->tilesize = me->winwidth = me->winheight = 0;
if (drapi)
- me->drawing = drawing_init(drapi, drhandle);
+ me->drawing = drawing_new(drapi, me, drhandle);
else
me->drawing = NULL;
- me->preferred_tilesize = ourgame->preferred_tilesize;
- {
- /*
- * Allow an environment-based override for the default tile
- * size by defining a variable along the lines of
- * `NET_TILESIZE=15'.
- */
-
- char buf[80], *e;
- int j, k, ts;
-
- sprintf(buf, "%s_TILESIZE", me->ourgame->name);
- for (j = k = 0; buf[j]; j++)
- if (!isspace((unsigned char)buf[j]))
- buf[k++] = toupper((unsigned char)buf[j]);
- buf[k] = '\0';
- if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
- me->preferred_tilesize = ts;
- }
+ midend_reset_tilesize(me);
sfree(randseed);
return me;
}
+const game *midend_which_game(midend *me)
+{
+ return me->ourgame;
+}
+
+static void midend_purge_states(midend *me)
+{
+ while (me->nstates > me->statepos) {
+ me->ourgame->free_game(me->states[--me->nstates].state);
+ if (me->states[me->nstates].movestr)
+ sfree(me->states[me->nstates].movestr);
+ }
+}
+
static void midend_free_game(midend *me)
{
while (me->nstates > 0) {
me->ourgame->free_drawstate(me->drawing, me->drawstate);
}
-void midend_free(midend *me)
+static void midend_free_preset_menu(midend *me, struct preset_menu *menu)
{
- int i;
+ if (menu) {
+ int i;
+ for (i = 0; i < menu->n_entries; i++) {
+ sfree(menu->entries[i].title);
+ if (menu->entries[i].params)
+ me->ourgame->free_params(menu->entries[i].params);
+ midend_free_preset_menu(me, menu->entries[i].submenu);
+ }
+ sfree(menu->entries);
+ sfree(menu);
+ }
+}
+void midend_free(midend *me)
+{
midend_free_game(me);
if (me->drawing)
sfree(me->seedstr);
sfree(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);
- }
+ midend_free_preset_menu(me, me->preset_menu);
if (me->ui)
me->ourgame->free_ui(me->ui);
if (me->curparams)
}
}
-void midend_size(midend *me, int *x, int *y, int expand)
+void midend_size(midend *me, int *x, int *y, int user_size)
{
int min, max;
int rx, ry;
/*
* Find the tile size that best fits within the given space. If
- * `expand' is TRUE, we must actually find the _largest_ such
- * tile size; otherwise, we bound above at the game's preferred
- * tile size.
+ * `user_size' is TRUE, we must actually find the _largest_ such
+ * tile size, in order to get as close to the user's explicit
+ * request as possible; otherwise, we bound above at the game's
+ * preferred tile size, so that the game gets what it wants
+ * provided that this doesn't break the constraint from the
+ * front-end (which is likely to be a screen size or similar).
*/
- if (expand) {
+ if (user_size) {
max = 1;
do {
max *= 2;
*/
me->tilesize = min;
+ if (user_size)
+ /* If the user requested a change in size, make it permanent. */
+ me->preferred_tilesize = me->tilesize;
midend_size_new_drawstate(me);
*x = me->winwidth;
*y = me->winheight;
}
+int midend_tilesize(midend *me) { return me->tilesize; }
+
void midend_set_params(midend *me, game_params *params)
{
me->ourgame->free_params(me->params);
void midend_new_game(midend *me)
{
+ midend_stop_anim(me);
midend_free_game(me);
assert(me->nstates == 0);
char newseed[16];
int i;
newseed[15] = '\0';
- newseed[0] = '1' + random_upto(me->random, 9);
+ newseed[0] = '1' + (char)random_upto(me->random, 9);
for (i = 1; i < 15; i++)
- newseed[i] = '0' + random_upto(me->random, 10);
+ newseed[i] = '0' + (char)random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
me->states[me->nstates].state =
me->ourgame->new_game(me, me->params, me->desc);
+ /*
+ * As part of our commitment to self-testing, test the aux
+ * string to make sure nothing ghastly went wrong.
+ */
+ if (me->ourgame->can_solve && me->aux_info) {
+ game_state *s;
+ char *msg, *movestr;
+
+ msg = NULL;
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[0].state,
+ me->aux_info, &msg);
+ assert(movestr && !msg);
+ s = me->ourgame->execute_move(me->states[0].state, movestr);
+ assert(s);
+ me->ourgame->free_game(s);
+ sfree(movestr);
+ }
+
me->states[me->nstates].movestr = NULL;
me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
me->states[0].state);
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
+ me->flash_pos = me->flash_time = 0.0F;
+ me->anim_pos = me->anim_time = 0.0F;
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
midend_set_timer(me);
me->pressed_mouse_button = 0;
+
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
+}
+
+int midend_can_undo(midend *me)
+{
+ return (me->statepos > 1);
+}
+
+int midend_can_redo(midend *me)
+{
+ return (me->statepos < me->nstates);
}
static int midend_undo(midend *me)
{
game_state *s;
- midend_stop_anim(me);
-
assert(me->statepos >= 1);
if (me->statepos == 1)
return; /* no point doing anything at all! */
* 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);
+ midend_purge_states(me);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = dupstr(me->desc);
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
- me->anim_time = 0.0;
+ me->flash_pos = me->flash_time = 0.0F;
midend_finish_move(me);
midend_redraw(me);
midend_set_timer(me);
int type = MOVE, gottype = FALSE, ret = 1;
float anim_time;
game_state *s;
- char *movestr;
-
- movestr =
- me->ourgame->interpret_move(me->states[me->statepos-1].state,
- me->ui, me->drawstate, x, y, button);
+ char *movestr = NULL;
+
+ if (!IS_UI_FAKE_KEY(button)) {
+ movestr = me->ourgame->interpret_move(
+ me->states[me->statepos-1].state,
+ me->ui, me->drawstate, x, y, button);
+ }
if (!movestr) {
- if (button == 'n' || button == 'N' || button == '\x0E') {
- midend_stop_anim(me);
+ if (button == 'n' || button == 'N' || button == '\x0E' ||
+ button == UI_NEWGAME) {
midend_new_game(me);
midend_redraw(me);
goto done; /* never animate */
- } else if (button == 'u' || button == 'u' ||
- button == '\x1A' || button == '\x1F') {
+ } else if (button == 'u' || button == 'U' ||
+ button == '\x1A' || button == '\x1F' ||
+ button == UI_UNDO) {
midend_stop_anim(me);
type = me->states[me->statepos-1].movetype;
gottype = TRUE;
if (!midend_undo(me))
goto done;
} else if (button == 'r' || button == 'R' ||
- button == '\x12' || button == '\x19') {
+ button == '\x12' || button == '\x19' ||
+ button == UI_REDO) {
midend_stop_anim(me);
if (!midend_redo(me))
goto done;
- } else if (button == 'q' || button == 'Q' || button == '\x11') {
+ } else if ((button == '\x13' || button == UI_SOLVE) &&
+ me->ourgame->can_solve) {
+ if (midend_solve(me))
+ goto done;
+ } else if (button == 'q' || button == 'Q' || button == '\x11' ||
+ button == UI_QUIT) {
ret = 0;
goto done;
} else
* state has been updated and a redraw is called for.
*/
midend_redraw(me);
+ midend_set_timer(me);
goto done;
} else if (s) {
midend_stop_anim(me);
- while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates].state);
+ midend_purge_states(me);
ensure(me);
assert(movestr != NULL);
me->states[me->nstates].state = s;
* 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.
+ *
+ * A further addition: we translate certain keyboard presses to
+ * cursor key 'select' buttons, so that a) frontends don't have
+ * to translate these themselves (like they do for CURSOR_UP etc),
+ * and b) individual games don't have to hard-code button presses
+ * of '\n' etc for keyboard-based cursors. The choice of buttons
+ * here could eventually be controlled by a runtime configuration
+ * option.
*/
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) {
(LEFT_RELEASE - LEFT_BUTTON)));
}
+ /*
+ * Translate keyboard presses to cursor selection.
+ */
+ if (button == '\n' || button == '\r')
+ button = CURSOR_SELECT;
+ if (button == ' ')
+ button = CURSOR_SELECT2;
+
+ /*
+ * Normalise both backspace characters (8 and 127) to \b. Easier
+ * to do this once, here, than to require all front ends to
+ * carefully generate the same one - now each front end can
+ * generate whichever is easiest.
+ */
+ if (button == '\177')
+ button = '\b';
+
/*
* Now send on the event we originally received.
*/
}
}
+/*
+ * Nasty hacky function used to implement the --redo option in
+ * gtk.c. Only used for generating the puzzles' icons.
+ */
+void midend_freeze_timer(midend *me, float tprop)
+{
+ me->anim_pos = me->anim_time * tprop;
+ midend_redraw(me);
+ deactivate_timer(me->frontend);
+}
+
void midend_timer(midend *me, float tplus)
{
+ int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
+
me->anim_pos += tplus;
if (me->anim_pos >= me->anim_time ||
me->anim_time == 0 || !me->oldstate) {
me->flash_pos = me->flash_time = 0;
}
- midend_redraw(me);
+ if (need_redraw)
+ midend_redraw(me);
if (me->timing) {
float oldelapsed = me->elapsed;
buf[k] = '\0';
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;
+ ret[i*3 + 0] = r / 255.0F;
+ ret[i*3 + 1] = g / 255.0F;
+ ret[i*3 + 2] = b / 255.0F;
}
}
}
return ret;
}
-int midend_num_presets(midend *me)
+struct preset_menu *preset_menu_new(void)
{
- if (!me->npresets) {
- char *name;
+ struct preset_menu *menu = snew(struct preset_menu);
+ menu->n_entries = 0;
+ menu->entries_size = 0;
+ menu->entries = NULL;
+ return menu;
+}
+
+static struct preset_menu_entry *preset_menu_add(struct preset_menu *menu,
+ char *title)
+{
+ struct preset_menu_entry *toret;
+ if (menu->n_entries >= menu->entries_size) {
+ menu->entries_size = menu->n_entries * 5 / 4 + 10;
+ menu->entries = sresize(menu->entries, menu->entries_size,
+ struct preset_menu_entry);
+ }
+ toret = &menu->entries[menu->n_entries++];
+ toret->title = title;
+ toret->params = NULL;
+ toret->submenu = NULL;
+ return toret;
+}
+
+struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
+ char *title)
+{
+ struct preset_menu_entry *entry = preset_menu_add(parent, title);
+ entry->submenu = preset_menu_new();
+ return entry->submenu;
+}
+
+void preset_menu_add_preset(struct preset_menu *parent,
+ char *title, game_params *params)
+{
+ struct preset_menu_entry *entry = preset_menu_add(parent, title);
+ entry->params = params;
+}
+
+game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id)
+{
+ int i;
+ game_params *retd;
+
+ for (i = 0; i < menu->n_entries; i++) {
+ if (id == menu->entries[i].id)
+ return menu->entries[i].params;
+ if (menu->entries[i].submenu &&
+ (retd = preset_menu_lookup_by_id(
+ menu->entries[i].submenu, id)) != NULL)
+ return retd;
+ }
+
+ return NULL;
+}
+
+static char *preset_menu_add_from_user_env(
+ midend *me, struct preset_menu *menu, char *p, int top_level)
+{
+ while (*p) {
+ char *name, *val;
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 *);
+ name = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+ val = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+
+ if (!strcmp(val, "#")) {
+ /*
+ * Special case: either open a new submenu with the given
+ * title, or terminate the current submenu.
+ */
+ if (*name) {
+ struct preset_menu *submenu =
+ preset_menu_add_submenu(menu, dupstr(name));
+ p = preset_menu_add_from_user_env(me, submenu, p, FALSE);
+ } else {
+ /*
+ * If we get a 'close submenu' indication at the top
+ * level, there's not much we can do but quietly
+ * ignore it.
+ */
+ if (!top_level)
+ return p;
}
+ continue;
+ }
+
+ preset = me->ourgame->default_params();
+ me->ourgame->decode_params(preset, val);
+
+ if (me->ourgame->validate_params(preset, TRUE)) {
+ /* Drop this one from the list. */
+ me->ourgame->free_params(preset);
+ continue;
+ }
+
+ preset_menu_add_preset(menu, dupstr(name), preset);
+ }
+
+ return p;
+}
+
+static void preset_menu_alloc_ids(midend *me, struct preset_menu *menu)
+{
+ int i;
+
+ for (i = 0; i < menu->n_entries; i++)
+ menu->entries[i].id = me->n_encoded_presets++;
+
+ for (i = 0; i < menu->n_entries; i++)
+ if (menu->entries[i].submenu)
+ preset_menu_alloc_ids(me, menu->entries[i].submenu);
+}
+
+static void preset_menu_encode_params(midend *me, struct preset_menu *menu)
+{
+ int i;
- me->presets[me->npresets] = preset;
- me->preset_names[me->npresets] = name;
- me->npresets++;
+ for (i = 0; i < menu->n_entries; i++) {
+ if (menu->entries[i].params) {
+ me->encoded_presets[menu->entries[i].id] =
+ me->ourgame->encode_params(menu->entries[i].params, TRUE);
+ } else {
+ preset_menu_encode_params(me, menu->entries[i].submenu);
}
}
+}
+
+struct preset_menu *midend_get_presets(midend *me, int *id_limit)
+{
+ int i;
+
+ if (me->preset_menu)
+ return me->preset_menu;
+
+#if 0
+ /* Expect the game to implement exactly one of the two preset APIs */
+ assert(me->ourgame->fetch_preset || me->ourgame->preset_menu);
+ assert(!(me->ourgame->fetch_preset && me->ourgame->preset_menu));
+#endif
+
+ if (me->ourgame->fetch_preset) {
+ char *name;
+ game_params *preset;
+
+ /* Simple one-level menu */
+ assert(!me->ourgame->preset_menu);
+ me->preset_menu = preset_menu_new();
+ for (i = 0; me->ourgame->fetch_preset(i, &name, &preset); i++)
+ preset_menu_add_preset(me->preset_menu, name, preset);
+
+ } else {
+ /* Hierarchical menu provided by the game backend */
+ me->preset_menu = me->ourgame->preset_menu();
+ }
{
/*
- * 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.
+ * Allow user extensions to the preset list by defining an
+ * environment variable <gamename>_PRESETS whose value is a
+ * colon-separated list of items, alternating between textual
+ * titles in the menu and encoded parameter strings. For
+ * example, "SOLO_PRESETS=2x3 Advanced:2x3da" would define
+ * just one additional preset for Solo.
*/
- char buf[80], *e, *p;
+ char buf[80], *e;
int j, k;
sprintf(buf, "%s_PRESETS", me->ourgame->name);
buf[k] = '\0';
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, TRUE)) {
- /* 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] = dupstr(name);
- me->npresets++;
- }
+ e = dupstr(e);
+ preset_menu_add_from_user_env(me, me->preset_menu, e, TRUE);
+ sfree(e);
}
}
- return me->npresets;
+ /*
+ * Finalise the menu: allocate an integer id to each entry, and
+ * store string encodings of the presets' parameters in
+ * me->encoded_presets.
+ */
+ me->n_encoded_presets = 0;
+ preset_menu_alloc_ids(me, me->preset_menu);
+ me->encoded_presets = snewn(me->n_encoded_presets, char *);
+ for (i = 0; i < me->n_encoded_presets; i++)
+ me->encoded_presets[i] = NULL;
+ preset_menu_encode_params(me, me->preset_menu);
+
+ if (id_limit)
+ *id_limit = me->n_encoded_presets;
+ return me->preset_menu;
}
-void midend_fetch_preset(midend *me, int n,
- char **name, game_params **params)
+int midend_which_preset(midend *me)
{
- assert(n >= 0 && n < me->npresets);
- *name = me->preset_names[n];
- *params = me->presets[n];
+ char *encoding = me->ourgame->encode_params(me->params, TRUE);
+ int i, ret;
+
+ ret = -1;
+ for (i = 0; i < me->n_encoded_presets; i++)
+ if (me->encoded_presets[i] &&
+ !strcmp(encoding, me->encoded_presets[i])) {
+ ret = i;
+ break;
+ }
+
+ sfree(encoding);
+ return ret;
}
int midend_wants_statusbar(midend *me)
{
- return me->ourgame->wants_statusbar();
+ return me->ourgame->wants_statusbar;
+}
+
+void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
+{
+ me->game_id_change_notify_function = notify;
+ me->game_id_change_notify_ctx = ctx;
}
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
sfree(me->privdesc);
me->desc = dupstr(desc);
me->privdesc = privdesc ? dupstr(privdesc) : NULL;
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
}
config_item *midend_get_config(midend *me, int which, char **wintitle)
newcurparams = newparams = oldparams1 = oldparams2 = NULL;
if (par) {
- newcurparams = me->ourgame->dup_params(me->params);
+ /*
+ * The params string may underspecify the game parameters, so
+ * we must first initialise newcurparams with a full set of
+ * params from somewhere else before we decode_params the
+ * input string over the top.
+ *
+ * But which set? It depends on what other data we have.
+ *
+ * If we've been given a _descriptive_ game id, then that may
+ * well underspecify by design, e.g. Solo game descriptions
+ * often start just '3x3:' without specifying one of Solo's
+ * difficulty settings, because it isn't necessary once a game
+ * has been generated (and you might not even know it, if
+ * you're manually transcribing a game description). In that
+ * situation, I've always felt that the best thing to set the
+ * difficulty to (for use if the user hits 'New Game' after
+ * pasting in that game id) is whatever it was previously set
+ * to. That is, we use whatever is already in me->params as
+ * the basis for our decoding of this input string.
+ *
+ * A random-seed based game id, however, should use the real,
+ * built-in default params, and not even check the
+ * <game>_DEFAULT environment setting, because when people
+ * paste each other random seeds - whether it's two users
+ * arranging to generate the same game at the same time to
+ * race solving them, or a user sending a bug report upstream
+ * - the whole point is for the random game id to always be
+ * interpreted the same way, even if it does underspecify.
+ *
+ * A parameter string typed in on its own, with no seed _or_
+ * description, gets treated the same way as a random seed,
+ * because again I think the most likely reason for doing that
+ * is to have a portable representation of a set of params.
+ */
+ if (desc) {
+ newcurparams = me->ourgame->dup_params(me->params);
+ } else {
+ newcurparams = me->ourgame->default_params();
+ }
me->ourgame->decode_params(newcurparams, par);
error = me->ourgame->validate_params(newcurparams, desc == NULL);
if (error) {
return ret;
}
+char *midend_get_random_seed(midend *me)
+{
+ char *parstr, *ret;
+
+ if (!me->seedstr)
+ return NULL;
+
+ parstr = me->ourgame->encode_params(me->curparams, TRUE);
+ assert(parstr);
+ ret = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
+ sprintf(ret, "%s#%s", parstr, me->seedstr);
+ sfree(parstr);
+ return ret;
+}
+
char *midend_set_config(midend *me, int which, config_item *cfg)
{
char *error;
return NULL;
}
+int midend_can_format_as_text_now(midend *me)
+{
+ if (me->ourgame->can_format_as_text_ever)
+ return me->ourgame->can_format_as_text_now(me->params);
+ else
+ return FALSE;
+}
+
char *midend_text_format(midend *me)
{
- if (me->ourgame->can_format_as_text && me->statepos > 0)
+ if (me->ourgame->can_format_as_text_ever && me->statepos > 0 &&
+ me->ourgame->can_format_as_text_now(me->params))
return me->ourgame->text_format(me->states[me->statepos-1].state);
else
return NULL;
* 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);
- if (me->states[me->nstates].movestr)
- sfree(me->states[me->nstates].movestr);
- }
+ midend_purge_states(me);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = movestr;
me->anim_time = 0.0;
midend_finish_move(me);
}
- midend_redraw(me);
+ if (me->drawing)
+ midend_redraw(me);
midend_set_timer(me);
return NULL;
}
+int midend_status(midend *me)
+{
+ /*
+ * We should probably never be called when the state stack has no
+ * states on it at all - ideally, midends should never be left in
+ * that state for long enough to get put down and forgotten about.
+ * But if we are, I think we return _true_ - pedantically speaking
+ * a midend in that state is 'vacuously solved', and more
+ * practically, a user whose midend has been left in that state
+ * probably _does_ want the 'new game' option to be prominent.
+ */
+ if (me->statepos == 0)
+ return +1;
+
+ return me->ourgame->status(me->states[me->statepos-1].state);
+}
+
char *midend_rewrite_statusbar(midend *me, char *text)
{
/*
char timebuf[100], *ret;
int min, sec;
- sec = me->elapsed;
+ sec = (int)me->elapsed;
min = sec / 60;
sec %= 60;
sprintf(timebuf, "[%d:%02d] ", min, sec);
#define wr(h,s) do { \
char hbuf[80]; \
char *str = (s); \
- sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
+ char lbuf[9]; \
+ copy_left_justified(lbuf, sizeof(lbuf), h); \
+ sprintf(hbuf, "%s:%d:", lbuf, (int)strlen(str)); \
write(wctx, hbuf, strlen(hbuf)); \
write(wctx, str, strlen(str)); \
write(wctx, "\n", 1); \
uistr = val;
val = NULL;
} else if (!strcmp(key, "TIME")) {
- elapsed = atof(val);
+ elapsed = (float)atof(val);
} else if (!strcmp(key, "NSTATES")) {
nstates = atoi(val);
if (nstates <= 0) {
me->ourgame->new_drawstate(me->drawing,
me->states[me->statepos-1].state);
midend_size_new_drawstate(me);
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
ret = NULL; /* success! */
return ret;
}
+/*
+ * This function examines a saved game file just far enough to
+ * determine which game type it contains. It returns NULL on success
+ * and the game name string in 'name' (which will be dynamically
+ * allocated and should be caller-freed), or an error message on
+ * failure.
+ */
+char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
+ void *rctx)
+{
+ int nstates = 0, statepos = -1, gotstates = 0;
+ int started = FALSE;
+
+ char *val = NULL;
+ /* Initially all errors give the same report */
+ char *ret = "Data does not appear to be a saved game file";
+
+ *name = NULL;
+
+ /*
+ * Loop round and round reading one key/value pair at a time from
+ * the serialised stream, until we've found the game name.
+ */
+ while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
+ char key[9], c;
+ int len;
+
+ do {
+ if (!read(rctx, key, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+ } while (key[0] == '\r' || key[0] == '\n');
+
+ if (!read(rctx, key+1, 8)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (key[8] != ':') {
+ if (started)
+ ret = "Data was incorrectly formatted for a saved game file";
+ goto cleanup;
+ }
+ len = strcspn(key, ": ");
+ assert(len <= 8);
+ key[len] = '\0';
+
+ len = 0;
+ while (1) {
+ if (!read(rctx, &c, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (c == ':') {
+ break;
+ } else if (c >= '0' && c <= '9') {
+ len = (len * 10) + (c - '0');
+ } else {
+ if (started)
+ ret = "Data was incorrectly formatted for a"
+ " saved game file";
+ goto cleanup;
+ }
+ }
+
+ val = snewn(len+1, char);
+ if (!read(rctx, val, len)) {
+ if (started)
+ goto cleanup;
+ }
+ val[len] = '\0';
+
+ if (!started) {
+ if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
+ /* ret already has the right message in it */
+ goto cleanup;
+ }
+ /* Now most errors are this one, unless otherwise specified */
+ ret = "Saved data ended unexpectedly";
+ started = TRUE;
+ } else {
+ if (!strcmp(key, "VERSION")) {
+ if (strcmp(val, SERIALISE_VERSION)) {
+ ret = "Cannot handle this version of the saved game"
+ " file format";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "GAME")) {
+ *name = dupstr(val);
+ ret = NULL;
+ goto cleanup;
+ }
+ }
+
+ sfree(val);
+ val = NULL;
+ }
+
+ cleanup:
+ sfree(val);
+ return ret;
+}
+
char *midend_print_puzzle(midend *me, document *doc, int with_soln)
{
game_state *soln = NULL;