| 1 | /* |
| 2 | * midend.c: general middle fragment sitting between the |
| 3 | * platform-specific front end and game-specific back end. |
| 4 | * Maintains a move list, takes care of Undo and Redo commands, and |
| 5 | * processes standard keystrokes for undo/redo/new/restart/quit. |
| 6 | */ |
| 7 | |
| 8 | #include <stdio.h> |
| 9 | #include <string.h> |
| 10 | #include <assert.h> |
| 11 | |
| 12 | #include "puzzles.h" |
| 13 | |
| 14 | struct midend_data { |
| 15 | frontend *frontend; |
| 16 | random_state *random; |
| 17 | const game *ourgame; |
| 18 | |
| 19 | char *seed; |
| 20 | game_aux_info *aux_info; |
| 21 | int fresh_seed; |
| 22 | int nstates, statesize, statepos; |
| 23 | |
| 24 | game_params **presets; |
| 25 | char **preset_names; |
| 26 | int npresets, presetsize; |
| 27 | |
| 28 | game_params *params; |
| 29 | game_state **states; |
| 30 | game_drawstate *drawstate; |
| 31 | game_state *oldstate; |
| 32 | game_ui *ui; |
| 33 | float anim_time, anim_pos; |
| 34 | float flash_time, flash_pos; |
| 35 | int dir; |
| 36 | |
| 37 | int pressed_mouse_button; |
| 38 | }; |
| 39 | |
| 40 | #define ensure(me) do { \ |
| 41 | if ((me)->nstates >= (me)->statesize) { \ |
| 42 | (me)->statesize = (me)->nstates + 128; \ |
| 43 | (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ |
| 44 | } \ |
| 45 | } while (0) |
| 46 | |
| 47 | midend_data *midend_new(frontend *fe, const game *ourgame) |
| 48 | { |
| 49 | midend_data *me = snew(midend_data); |
| 50 | void *randseed; |
| 51 | int randseedsize; |
| 52 | |
| 53 | get_random_seed(&randseed, &randseedsize); |
| 54 | |
| 55 | me->frontend = fe; |
| 56 | me->ourgame = ourgame; |
| 57 | me->random = random_init(randseed, randseedsize); |
| 58 | me->nstates = me->statesize = me->statepos = 0; |
| 59 | me->states = NULL; |
| 60 | me->params = ourgame->default_params(); |
| 61 | me->seed = NULL; |
| 62 | me->aux_info = NULL; |
| 63 | me->fresh_seed = FALSE; |
| 64 | me->drawstate = NULL; |
| 65 | me->oldstate = NULL; |
| 66 | me->presets = NULL; |
| 67 | me->preset_names = NULL; |
| 68 | me->npresets = me->presetsize = 0; |
| 69 | me->anim_time = me->anim_pos = 0.0F; |
| 70 | me->flash_time = me->flash_pos = 0.0F; |
| 71 | me->dir = 0; |
| 72 | me->ui = NULL; |
| 73 | me->pressed_mouse_button = 0; |
| 74 | |
| 75 | sfree(randseed); |
| 76 | |
| 77 | return me; |
| 78 | } |
| 79 | |
| 80 | void midend_free(midend_data *me) |
| 81 | { |
| 82 | sfree(me->states); |
| 83 | sfree(me->seed); |
| 84 | if (me->aux_info) |
| 85 | me->ourgame->free_aux_info(me->aux_info); |
| 86 | me->ourgame->free_params(me->params); |
| 87 | sfree(me); |
| 88 | } |
| 89 | |
| 90 | void midend_size(midend_data *me, int *x, int *y) |
| 91 | { |
| 92 | me->ourgame->size(me->params, x, y); |
| 93 | } |
| 94 | |
| 95 | void midend_set_params(midend_data *me, game_params *params) |
| 96 | { |
| 97 | me->ourgame->free_params(me->params); |
| 98 | me->params = me->ourgame->dup_params(params); |
| 99 | } |
| 100 | |
| 101 | void midend_new_game(midend_data *me) |
| 102 | { |
| 103 | while (me->nstates > 0) |
| 104 | me->ourgame->free_game(me->states[--me->nstates]); |
| 105 | |
| 106 | if (me->drawstate) |
| 107 | me->ourgame->free_drawstate(me->drawstate); |
| 108 | |
| 109 | assert(me->nstates == 0); |
| 110 | |
| 111 | if (!me->fresh_seed) { |
| 112 | sfree(me->seed); |
| 113 | if (me->aux_info) |
| 114 | me->ourgame->free_aux_info(me->aux_info); |
| 115 | me->aux_info = NULL; |
| 116 | me->seed = me->ourgame->new_seed(me->params, me->random, |
| 117 | &me->aux_info); |
| 118 | } else |
| 119 | me->fresh_seed = FALSE; |
| 120 | |
| 121 | ensure(me); |
| 122 | me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed); |
| 123 | me->statepos = 1; |
| 124 | me->drawstate = me->ourgame->new_drawstate(me->states[0]); |
| 125 | if (me->ui) |
| 126 | me->ourgame->free_ui(me->ui); |
| 127 | me->ui = me->ourgame->new_ui(me->states[0]); |
| 128 | me->pressed_mouse_button = 0; |
| 129 | } |
| 130 | |
| 131 | void midend_restart_game(midend_data *me) |
| 132 | { |
| 133 | while (me->nstates > 1) |
| 134 | me->ourgame->free_game(me->states[--me->nstates]); |
| 135 | me->statepos = me->nstates; |
| 136 | me->ourgame->free_ui(me->ui); |
| 137 | me->ui = me->ourgame->new_ui(me->states[0]); |
| 138 | } |
| 139 | |
| 140 | static int midend_undo(midend_data *me) |
| 141 | { |
| 142 | if (me->statepos > 1) { |
| 143 | me->statepos--; |
| 144 | me->dir = -1; |
| 145 | return 1; |
| 146 | } else |
| 147 | return 0; |
| 148 | } |
| 149 | |
| 150 | static int midend_redo(midend_data *me) |
| 151 | { |
| 152 | if (me->statepos < me->nstates) { |
| 153 | me->statepos++; |
| 154 | me->dir = +1; |
| 155 | return 1; |
| 156 | } else |
| 157 | return 0; |
| 158 | } |
| 159 | |
| 160 | static void midend_finish_move(midend_data *me) |
| 161 | { |
| 162 | float flashtime; |
| 163 | |
| 164 | if (me->oldstate || me->statepos > 1) { |
| 165 | flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : |
| 166 | me->states[me->statepos-2], |
| 167 | me->states[me->statepos-1], |
| 168 | me->oldstate ? me->dir : +1); |
| 169 | if (flashtime > 0) { |
| 170 | me->flash_pos = 0.0F; |
| 171 | me->flash_time = flashtime; |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | if (me->oldstate) |
| 176 | me->ourgame->free_game(me->oldstate); |
| 177 | me->oldstate = NULL; |
| 178 | me->anim_pos = me->anim_time = 0; |
| 179 | me->dir = 0; |
| 180 | |
| 181 | if (me->flash_time == 0 && me->anim_time == 0) |
| 182 | deactivate_timer(me->frontend); |
| 183 | else |
| 184 | activate_timer(me->frontend); |
| 185 | } |
| 186 | |
| 187 | static void midend_stop_anim(midend_data *me) |
| 188 | { |
| 189 | if (me->oldstate || me->anim_time) { |
| 190 | midend_finish_move(me); |
| 191 | midend_redraw(me); |
| 192 | } |
| 193 | } |
| 194 | |
| 195 | static int midend_really_process_key(midend_data *me, int x, int y, int button) |
| 196 | { |
| 197 | game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]); |
| 198 | float anim_time; |
| 199 | |
| 200 | if (button == 'n' || button == 'N' || button == '\x0E') { |
| 201 | midend_stop_anim(me); |
| 202 | midend_new_game(me); |
| 203 | midend_redraw(me); |
| 204 | return 1; /* never animate */ |
| 205 | } else if (button == 'r' || button == 'R') { |
| 206 | midend_stop_anim(me); |
| 207 | midend_restart_game(me); |
| 208 | midend_redraw(me); |
| 209 | return 1; /* never animate */ |
| 210 | } else if (button == 'u' || button == 'u' || |
| 211 | button == '\x1A' || button == '\x1F') { |
| 212 | midend_stop_anim(me); |
| 213 | if (!midend_undo(me)) |
| 214 | return 1; |
| 215 | } else if (button == '\x12') { |
| 216 | midend_stop_anim(me); |
| 217 | if (!midend_redo(me)) |
| 218 | return 1; |
| 219 | } else if (button == 'q' || button == 'Q' || button == '\x11') { |
| 220 | me->ourgame->free_game(oldstate); |
| 221 | return 0; |
| 222 | } else { |
| 223 | game_state *s = me->ourgame->make_move(me->states[me->statepos-1], |
| 224 | me->ui, x, y, button); |
| 225 | |
| 226 | if (s == me->states[me->statepos-1]) { |
| 227 | /* |
| 228 | * make_move() is allowed to return its input state to |
| 229 | * indicate that although no move has been made, the UI |
| 230 | * state has been updated and a redraw is called for. |
| 231 | */ |
| 232 | midend_redraw(me); |
| 233 | return 1; |
| 234 | } else if (s) { |
| 235 | midend_stop_anim(me); |
| 236 | while (me->nstates > me->statepos) |
| 237 | me->ourgame->free_game(me->states[--me->nstates]); |
| 238 | ensure(me); |
| 239 | me->states[me->nstates] = s; |
| 240 | me->statepos = ++me->nstates; |
| 241 | me->dir = +1; |
| 242 | } else { |
| 243 | me->ourgame->free_game(oldstate); |
| 244 | return 1; |
| 245 | } |
| 246 | } |
| 247 | |
| 248 | /* |
| 249 | * See if this move requires an animation. |
| 250 | */ |
| 251 | anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], |
| 252 | me->dir); |
| 253 | |
| 254 | me->oldstate = oldstate; |
| 255 | if (anim_time > 0) { |
| 256 | me->anim_time = anim_time; |
| 257 | } else { |
| 258 | me->anim_time = 0.0; |
| 259 | midend_finish_move(me); |
| 260 | } |
| 261 | me->anim_pos = 0.0; |
| 262 | |
| 263 | midend_redraw(me); |
| 264 | |
| 265 | activate_timer(me->frontend); |
| 266 | |
| 267 | return 1; |
| 268 | } |
| 269 | |
| 270 | int midend_process_key(midend_data *me, int x, int y, int button) |
| 271 | { |
| 272 | int ret = 1; |
| 273 | |
| 274 | /* |
| 275 | * Harmonise mouse drag and release messages. |
| 276 | * |
| 277 | * Some front ends might accidentally switch from sending, say, |
| 278 | * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a |
| 279 | * drag. (This can happen on the Mac, for example, since |
| 280 | * RIGHT_DRAG is usually done using Command+drag, and if the |
| 281 | * user accidentally releases Command half way through the drag |
| 282 | * then there will be trouble.) |
| 283 | * |
| 284 | * It would be an O(number of front ends) annoyance to fix this |
| 285 | * in the front ends, but an O(number of back ends) annoyance |
| 286 | * to have each game capable of dealing with it. Therefore, we |
| 287 | * fix it _here_ in the common midend code so that it only has |
| 288 | * to be done once. |
| 289 | * |
| 290 | * The possible ways in which things can go screwy in the front |
| 291 | * end are: |
| 292 | * |
| 293 | * - in a system containing multiple physical buttons button |
| 294 | * presses can inadvertently overlap. We can see ABab (caps |
| 295 | * meaning button-down and lowercase meaning button-up) when |
| 296 | * the user had semantically intended AaBb. |
| 297 | * |
| 298 | * - in a system where one button is simulated by means of a |
| 299 | * modifier key and another button, buttons can mutate |
| 300 | * between press and release (possibly during drag). So we |
| 301 | * can see Ab instead of Aa. |
| 302 | * |
| 303 | * Definite requirements are: |
| 304 | * |
| 305 | * - button _presses_ must never be invented or destroyed. If |
| 306 | * the user presses two buttons in succession, the button |
| 307 | * presses must be transferred to the backend unchanged. So |
| 308 | * if we see AaBb , that's fine; if we see ABab (the button |
| 309 | * presses inadvertently overlapped) we must somehow |
| 310 | * `correct' it to AaBb. |
| 311 | * |
| 312 | * - every mouse action must end up looking like a press, zero |
| 313 | * or more drags, then a release. This allows back ends to |
| 314 | * make the _assumption_ that incoming mouse data will be |
| 315 | * sane in this regard, and not worry about the details. |
| 316 | * |
| 317 | * So my policy will be: |
| 318 | * |
| 319 | * - treat any button-up as a button-up for the currently |
| 320 | * pressed button, or ignore it if there is no currently |
| 321 | * pressed button. |
| 322 | * |
| 323 | * - treat any drag as a drag for the currently pressed |
| 324 | * button, or ignore it if there is no currently pressed |
| 325 | * button. |
| 326 | * |
| 327 | * - if we see a button-down while another button is currently |
| 328 | * pressed, invent a button-up for the first one and then |
| 329 | * pass the button-down through as before. |
| 330 | * |
| 331 | */ |
| 332 | if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { |
| 333 | if (me->pressed_mouse_button) { |
| 334 | if (IS_MOUSE_DRAG(button)) { |
| 335 | button = me->pressed_mouse_button + |
| 336 | (LEFT_DRAG - LEFT_BUTTON); |
| 337 | } else { |
| 338 | button = me->pressed_mouse_button + |
| 339 | (LEFT_RELEASE - LEFT_BUTTON); |
| 340 | } |
| 341 | } else |
| 342 | return ret; /* ignore it */ |
| 343 | } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { |
| 344 | /* |
| 345 | * Fabricate a button-up for the previously pressed button. |
| 346 | */ |
| 347 | ret = ret && midend_really_process_key |
| 348 | (me, x, y, (me->pressed_mouse_button + |
| 349 | (LEFT_RELEASE - LEFT_BUTTON))); |
| 350 | } |
| 351 | |
| 352 | /* |
| 353 | * Now send on the event we originally received. |
| 354 | */ |
| 355 | ret = ret && midend_really_process_key(me, x, y, button); |
| 356 | |
| 357 | /* |
| 358 | * And update the currently pressed button. |
| 359 | */ |
| 360 | if (IS_MOUSE_RELEASE(button)) |
| 361 | me->pressed_mouse_button = 0; |
| 362 | else if (IS_MOUSE_DOWN(button)) |
| 363 | me->pressed_mouse_button = button; |
| 364 | |
| 365 | return ret; |
| 366 | } |
| 367 | |
| 368 | void midend_redraw(midend_data *me) |
| 369 | { |
| 370 | if (me->statepos > 0 && me->drawstate) { |
| 371 | start_draw(me->frontend); |
| 372 | if (me->oldstate && me->anim_time > 0 && |
| 373 | me->anim_pos < me->anim_time) { |
| 374 | assert(me->dir != 0); |
| 375 | me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, |
| 376 | me->states[me->statepos-1], me->dir, |
| 377 | me->ui, me->anim_pos, me->flash_pos); |
| 378 | } else { |
| 379 | me->ourgame->redraw(me->frontend, me->drawstate, NULL, |
| 380 | me->states[me->statepos-1], +1 /*shrug*/, |
| 381 | me->ui, 0.0, me->flash_pos); |
| 382 | } |
| 383 | end_draw(me->frontend); |
| 384 | } |
| 385 | } |
| 386 | |
| 387 | void midend_timer(midend_data *me, float tplus) |
| 388 | { |
| 389 | me->anim_pos += tplus; |
| 390 | if (me->anim_pos >= me->anim_time || |
| 391 | me->anim_time == 0 || !me->oldstate) { |
| 392 | if (me->anim_time > 0) |
| 393 | midend_finish_move(me); |
| 394 | } |
| 395 | me->flash_pos += tplus; |
| 396 | if (me->flash_pos >= me->flash_time || me->flash_time == 0) { |
| 397 | me->flash_pos = me->flash_time = 0; |
| 398 | } |
| 399 | if (me->flash_time == 0 && me->anim_time == 0) |
| 400 | deactivate_timer(me->frontend); |
| 401 | midend_redraw(me); |
| 402 | } |
| 403 | |
| 404 | float *midend_colours(midend_data *me, int *ncolours) |
| 405 | { |
| 406 | game_state *state = NULL; |
| 407 | float *ret; |
| 408 | |
| 409 | if (me->nstates == 0) { |
| 410 | game_aux_info *aux = NULL; |
| 411 | char *seed = me->ourgame->new_seed(me->params, me->random, &aux); |
| 412 | state = me->ourgame->new_game(me->params, seed); |
| 413 | sfree(seed); |
| 414 | if (aux) |
| 415 | me->ourgame->free_aux_info(aux); |
| 416 | } else |
| 417 | state = me->states[0]; |
| 418 | |
| 419 | ret = me->ourgame->colours(me->frontend, state, ncolours); |
| 420 | |
| 421 | if (me->nstates == 0) |
| 422 | me->ourgame->free_game(state); |
| 423 | |
| 424 | return ret; |
| 425 | } |
| 426 | |
| 427 | int midend_num_presets(midend_data *me) |
| 428 | { |
| 429 | if (!me->npresets) { |
| 430 | char *name; |
| 431 | game_params *preset; |
| 432 | |
| 433 | while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { |
| 434 | if (me->presetsize <= me->npresets) { |
| 435 | me->presetsize = me->npresets + 10; |
| 436 | me->presets = sresize(me->presets, me->presetsize, |
| 437 | game_params *); |
| 438 | me->preset_names = sresize(me->preset_names, me->presetsize, |
| 439 | char *); |
| 440 | } |
| 441 | |
| 442 | me->presets[me->npresets] = preset; |
| 443 | me->preset_names[me->npresets] = name; |
| 444 | me->npresets++; |
| 445 | } |
| 446 | } |
| 447 | |
| 448 | return me->npresets; |
| 449 | } |
| 450 | |
| 451 | void midend_fetch_preset(midend_data *me, int n, |
| 452 | char **name, game_params **params) |
| 453 | { |
| 454 | assert(n >= 0 && n < me->npresets); |
| 455 | *name = me->preset_names[n]; |
| 456 | *params = me->presets[n]; |
| 457 | } |
| 458 | |
| 459 | int midend_wants_statusbar(midend_data *me) |
| 460 | { |
| 461 | return me->ourgame->wants_statusbar(); |
| 462 | } |
| 463 | |
| 464 | config_item *midend_get_config(midend_data *me, int which, char **wintitle) |
| 465 | { |
| 466 | char *titlebuf, *parstr; |
| 467 | config_item *ret; |
| 468 | |
| 469 | titlebuf = snewn(40 + strlen(me->ourgame->name), char); |
| 470 | |
| 471 | switch (which) { |
| 472 | case CFG_SETTINGS: |
| 473 | sprintf(titlebuf, "%s configuration", me->ourgame->name); |
| 474 | *wintitle = dupstr(titlebuf); |
| 475 | return me->ourgame->configure(me->params); |
| 476 | case CFG_SEED: |
| 477 | sprintf(titlebuf, "%s game selection", me->ourgame->name); |
| 478 | *wintitle = dupstr(titlebuf); |
| 479 | |
| 480 | ret = snewn(2, config_item); |
| 481 | |
| 482 | ret[0].type = C_STRING; |
| 483 | ret[0].name = "Game ID"; |
| 484 | ret[0].ival = 0; |
| 485 | /* |
| 486 | * The text going in here will be a string encoding of the |
| 487 | * parameters, plus a colon, plus the game seed. This is a |
| 488 | * full game ID. |
| 489 | */ |
| 490 | parstr = me->ourgame->encode_params(me->params); |
| 491 | ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char); |
| 492 | sprintf(ret[0].sval, "%s:%s", parstr, me->seed); |
| 493 | sfree(parstr); |
| 494 | |
| 495 | ret[1].type = C_END; |
| 496 | ret[1].name = ret[1].sval = NULL; |
| 497 | ret[1].ival = 0; |
| 498 | |
| 499 | return ret; |
| 500 | } |
| 501 | |
| 502 | assert(!"We shouldn't be here"); |
| 503 | return NULL; |
| 504 | } |
| 505 | |
| 506 | char *midend_game_id(midend_data *me, char *id, int def_seed) |
| 507 | { |
| 508 | char *error, *par, *seed; |
| 509 | game_params *params; |
| 510 | |
| 511 | seed = strchr(id, ':'); |
| 512 | |
| 513 | if (seed) { |
| 514 | /* |
| 515 | * We have a colon separating parameters from game seed. So |
| 516 | * `par' now points to the parameters string, and `seed' to |
| 517 | * the seed string. |
| 518 | */ |
| 519 | *seed++ = '\0'; |
| 520 | par = id; |
| 521 | } else { |
| 522 | /* |
| 523 | * We only have one string. Depending on `def_seed', we |
| 524 | * take it to be either parameters or seed. |
| 525 | */ |
| 526 | if (def_seed) { |
| 527 | seed = id; |
| 528 | par = NULL; |
| 529 | } else { |
| 530 | seed = NULL; |
| 531 | par = id; |
| 532 | } |
| 533 | } |
| 534 | |
| 535 | if (par) { |
| 536 | params = me->ourgame->decode_params(par); |
| 537 | error = me->ourgame->validate_params(params); |
| 538 | if (error) { |
| 539 | me->ourgame->free_params(params); |
| 540 | return error; |
| 541 | } |
| 542 | me->ourgame->free_params(me->params); |
| 543 | me->params = params; |
| 544 | } |
| 545 | |
| 546 | if (seed) { |
| 547 | error = me->ourgame->validate_seed(me->params, seed); |
| 548 | if (error) |
| 549 | return error; |
| 550 | |
| 551 | sfree(me->seed); |
| 552 | me->seed = dupstr(seed); |
| 553 | me->fresh_seed = TRUE; |
| 554 | if (me->aux_info) |
| 555 | me->ourgame->free_aux_info(me->aux_info); |
| 556 | me->aux_info = NULL; |
| 557 | } |
| 558 | |
| 559 | return NULL; |
| 560 | } |
| 561 | |
| 562 | char *midend_set_config(midend_data *me, int which, config_item *cfg) |
| 563 | { |
| 564 | char *error; |
| 565 | game_params *params; |
| 566 | |
| 567 | switch (which) { |
| 568 | case CFG_SETTINGS: |
| 569 | params = me->ourgame->custom_params(cfg); |
| 570 | error = me->ourgame->validate_params(params); |
| 571 | |
| 572 | if (error) { |
| 573 | me->ourgame->free_params(params); |
| 574 | return error; |
| 575 | } |
| 576 | |
| 577 | me->ourgame->free_params(me->params); |
| 578 | me->params = params; |
| 579 | break; |
| 580 | |
| 581 | case CFG_SEED: |
| 582 | error = midend_game_id(me, cfg[0].sval, TRUE); |
| 583 | if (error) |
| 584 | return error; |
| 585 | break; |
| 586 | } |
| 587 | |
| 588 | return NULL; |
| 589 | } |
| 590 | |
| 591 | char *midend_text_format(midend_data *me) |
| 592 | { |
| 593 | if (me->ourgame->can_format_as_text && me->statepos > 0) |
| 594 | return me->ourgame->text_format(me->states[me->statepos-1]); |
| 595 | else |
| 596 | return NULL; |
| 597 | } |
| 598 | |
| 599 | char *midend_solve(midend_data *me) |
| 600 | { |
| 601 | game_state *s; |
| 602 | char *msg; |
| 603 | |
| 604 | if (!me->ourgame->can_solve) |
| 605 | return "This game does not support the Solve operation"; |
| 606 | |
| 607 | if (me->statepos < 1) |
| 608 | return "No game set up to solve"; /* _shouldn't_ happen! */ |
| 609 | |
| 610 | msg = "Solve operation failed"; /* game _should_ overwrite on error */ |
| 611 | s = me->ourgame->solve(me->states[0], me->aux_info, &msg); |
| 612 | if (!s) |
| 613 | return msg; |
| 614 | |
| 615 | /* |
| 616 | * Now enter the solved state as the next move.~|~ |
| 617 | */ |
| 618 | midend_stop_anim(me); |
| 619 | while (me->nstates > me->statepos) |
| 620 | me->ourgame->free_game(me->states[--me->nstates]); |
| 621 | ensure(me); |
| 622 | me->states[me->nstates] = s; |
| 623 | me->statepos = ++me->nstates; |
| 624 | me->anim_time = 0.0; |
| 625 | midend_finish_move(me); |
| 626 | midend_redraw(me); |
| 627 | activate_timer(me->frontend); |
| 628 | return NULL; |
| 629 | } |