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/quit.
16 enum { DEF_PARAMS
, DEF_SEED
, DEF_DESC
}; /* for midend_game_id_int */
18 struct midend_state_entry
{
20 int special
; /* created by solve or restart */
29 game_aux_info
*aux_info
;
30 enum { GOT_SEED
, GOT_DESC
, GOT_NOTHING
} genmode
;
31 int nstates
, statesize
, statepos
;
33 game_params
**presets
;
35 int npresets
, presetsize
;
37 game_params
*params
, *curparams
;
38 struct midend_state_entry
*states
;
39 game_drawstate
*drawstate
;
42 float anim_time
, anim_pos
;
43 float flash_time
, flash_pos
;
50 int pressed_mouse_button
;
52 int winwidth
, winheight
;
55 #define ensure(me) do { \
56 if ((me)->nstates >= (me)->statesize) { \
57 (me)->statesize = (me)->nstates + 128; \
58 (me)->states = sresize((me)->states, (me)->statesize, \
59 struct midend_state_entry); \
63 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
65 midend_data
*me
= snew(midend_data
);
69 get_random_seed(&randseed
, &randseedsize
);
72 me
->ourgame
= ourgame
;
73 me
->random
= random_init(randseed
, randseedsize
);
74 me
->nstates
= me
->statesize
= me
->statepos
= 0;
76 me
->params
= ourgame
->default_params();
81 me
->genmode
= GOT_NOTHING
;
85 me
->preset_names
= NULL
;
86 me
->npresets
= me
->presetsize
= 0;
87 me
->anim_time
= me
->anim_pos
= 0.0F
;
88 me
->flash_time
= me
->flash_pos
= 0.0F
;
91 me
->pressed_mouse_button
= 0;
92 me
->laststatus
= NULL
;
95 me
->winwidth
= me
->winheight
= 0;
102 static void midend_free_game(midend_data
*me
)
104 while (me
->nstates
> 0)
105 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
108 me
->ourgame
->free_drawstate(me
->drawstate
);
111 void midend_free(midend_data
*me
)
115 midend_free_game(me
);
117 random_free(me
->random
);
122 me
->ourgame
->free_aux_info(me
->aux_info
);
123 me
->ourgame
->free_params(me
->params
);
125 for (i
= 0; i
< me
->npresets
; i
++) {
126 sfree(me
->presets
[i
]);
127 sfree(me
->preset_names
[i
]);
130 sfree(me
->preset_names
);
133 me
->ourgame
->free_ui(me
->ui
);
135 me
->ourgame
->free_params(me
->curparams
);
136 sfree(me
->laststatus
);
140 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
)
142 me
->ourgame
->size(me
->params
, me
->drawstate
, x
, y
, expand
);
147 void midend_set_params(midend_data
*me
, game_params
*params
)
149 me
->ourgame
->free_params(me
->params
);
150 me
->params
= me
->ourgame
->dup_params(params
);
153 static void midend_set_timer(midend_data
*me
)
155 me
->timing
= (me
->ourgame
->is_timed
&&
156 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
));
157 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
158 activate_timer(me
->frontend
);
160 deactivate_timer(me
->frontend
);
163 static void midend_size_new_drawstate(midend_data
*me
)
165 me
->ourgame
->size(me
->params
, me
->drawstate
, &me
->winwidth
, &me
->winheight
,
169 void midend_force_redraw(midend_data
*me
)
172 me
->ourgame
->free_drawstate(me
->drawstate
);
173 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
174 midend_size_new_drawstate(me
);
178 void midend_new_game(midend_data
*me
)
180 midend_free_game(me
);
182 assert(me
->nstates
== 0);
184 if (me
->genmode
== GOT_DESC
) {
185 me
->genmode
= GOT_NOTHING
;
189 if (me
->genmode
== GOT_SEED
) {
190 me
->genmode
= GOT_NOTHING
;
193 * Generate a new random seed. 15 digits comes to about
194 * 48 bits, which should be more than enough.
196 * I'll avoid putting a leading zero on the number,
197 * just in case it confuses anybody who thinks it's
198 * processed as an integer rather than a string.
203 newseed
[0] = '1' + random_upto(me
->random
, 9);
204 for (i
= 1; i
< 15; i
++)
205 newseed
[i
] = '0' + random_upto(me
->random
, 10);
207 me
->seedstr
= dupstr(newseed
);
210 me
->ourgame
->free_params(me
->curparams
);
211 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
216 me
->ourgame
->free_aux_info(me
->aux_info
);
219 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
220 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
221 &me
->aux_info
, TRUE
);
226 me
->states
[me
->nstates
].state
=
227 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
228 me
->states
[me
->nstates
].special
= TRUE
;
231 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
232 midend_size_new_drawstate(me
);
234 midend_set_timer(me
);
236 me
->ourgame
->free_ui(me
->ui
);
237 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
238 me
->pressed_mouse_button
= 0;
241 static int midend_undo(midend_data
*me
)
243 if (me
->statepos
> 1) {
245 me
->ourgame
->changed_state(me
->ui
,
246 me
->states
[me
->statepos
-1].state
,
247 me
->states
[me
->statepos
-2].state
);
255 static int midend_redo(midend_data
*me
)
257 if (me
->statepos
< me
->nstates
) {
259 me
->ourgame
->changed_state(me
->ui
,
260 me
->states
[me
->statepos
-1].state
,
261 me
->states
[me
->statepos
].state
);
269 static void midend_finish_move(midend_data
*me
)
274 * We do not flash if the later of the two states is special.
275 * This covers both forward Solve moves and backward (undone)
278 if ((me
->oldstate
|| me
->statepos
> 1) &&
279 ((me
->dir
> 0 && !me
->states
[me
->statepos
-1].special
) ||
280 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
281 !me
->states
[me
->statepos
].special
))) {
282 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
283 me
->states
[me
->statepos
-2].state
,
284 me
->states
[me
->statepos
-1].state
,
285 me
->oldstate ? me
->dir
: +1,
288 me
->flash_pos
= 0.0F
;
289 me
->flash_time
= flashtime
;
294 me
->ourgame
->free_game(me
->oldstate
);
296 me
->anim_pos
= me
->anim_time
= 0;
299 midend_set_timer(me
);
302 void midend_stop_anim(midend_data
*me
)
304 if (me
->oldstate
|| me
->anim_time
) {
305 midend_finish_move(me
);
310 void midend_restart_game(midend_data
*me
)
314 midend_stop_anim(me
);
316 assert(me
->statepos
>= 1);
317 if (me
->statepos
== 1)
318 return; /* no point doing anything at all! */
320 s
= me
->ourgame
->dup_game(me
->states
[0].state
);
323 * Now enter the restarted state as the next move.
325 midend_stop_anim(me
);
326 while (me
->nstates
> me
->statepos
)
327 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
329 me
->states
[me
->nstates
].state
= s
;
330 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
331 me
->statepos
= ++me
->nstates
;
333 me
->ourgame
->changed_state(me
->ui
,
334 me
->states
[me
->statepos
-2].state
,
335 me
->states
[me
->statepos
-1].state
);
337 midend_finish_move(me
);
339 midend_set_timer(me
);
342 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
344 game_state
*oldstate
=
345 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
346 int special
= FALSE
, gotspecial
= FALSE
, ret
= 1;
349 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
350 midend_stop_anim(me
);
353 goto done
; /* never animate */
354 } else if (button
== 'u' || button
== 'u' ||
355 button
== '\x1A' || button
== '\x1F') {
356 midend_stop_anim(me
);
357 special
= me
->states
[me
->statepos
-1].special
;
359 if (!midend_undo(me
))
361 } else if (button
== 'r' || button
== 'R' ||
362 button
== '\x12' || button
== '\x19') {
363 midend_stop_anim(me
);
364 if (!midend_redo(me
))
366 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
371 me
->ourgame
->make_move(me
->states
[me
->statepos
-1].state
,
372 me
->ui
, me
->drawstate
, x
, y
, button
);
374 if (s
== me
->states
[me
->statepos
-1].state
) {
376 * make_move() is allowed to return its input state to
377 * indicate that although no move has been made, the UI
378 * state has been updated and a redraw is called for.
383 midend_stop_anim(me
);
384 while (me
->nstates
> me
->statepos
)
385 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
387 me
->states
[me
->nstates
].state
= s
;
388 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
389 me
->statepos
= ++me
->nstates
;
397 special
= me
->states
[me
->statepos
-1].special
;
400 * See if this move requires an animation.
405 anim_time
= me
->ourgame
->anim_length(oldstate
,
406 me
->states
[me
->statepos
-1].state
,
410 me
->oldstate
= oldstate
; oldstate
= NULL
;
412 me
->anim_time
= anim_time
;
415 midend_finish_move(me
);
421 midend_set_timer(me
);
424 if (oldstate
) me
->ourgame
->free_game(oldstate
);
428 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
433 * Harmonise mouse drag and release messages.
435 * Some front ends might accidentally switch from sending, say,
436 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
437 * drag. (This can happen on the Mac, for example, since
438 * RIGHT_DRAG is usually done using Command+drag, and if the
439 * user accidentally releases Command half way through the drag
440 * then there will be trouble.)
442 * It would be an O(number of front ends) annoyance to fix this
443 * in the front ends, but an O(number of back ends) annoyance
444 * to have each game capable of dealing with it. Therefore, we
445 * fix it _here_ in the common midend code so that it only has
448 * The possible ways in which things can go screwy in the front
451 * - in a system containing multiple physical buttons button
452 * presses can inadvertently overlap. We can see ABab (caps
453 * meaning button-down and lowercase meaning button-up) when
454 * the user had semantically intended AaBb.
456 * - in a system where one button is simulated by means of a
457 * modifier key and another button, buttons can mutate
458 * between press and release (possibly during drag). So we
459 * can see Ab instead of Aa.
461 * Definite requirements are:
463 * - button _presses_ must never be invented or destroyed. If
464 * the user presses two buttons in succession, the button
465 * presses must be transferred to the backend unchanged. So
466 * if we see AaBb , that's fine; if we see ABab (the button
467 * presses inadvertently overlapped) we must somehow
468 * `correct' it to AaBb.
470 * - every mouse action must end up looking like a press, zero
471 * or more drags, then a release. This allows back ends to
472 * make the _assumption_ that incoming mouse data will be
473 * sane in this regard, and not worry about the details.
475 * So my policy will be:
477 * - treat any button-up as a button-up for the currently
478 * pressed button, or ignore it if there is no currently
481 * - treat any drag as a drag for the currently pressed
482 * button, or ignore it if there is no currently pressed
485 * - if we see a button-down while another button is currently
486 * pressed, invent a button-up for the first one and then
487 * pass the button-down through as before.
489 * 2005-05-31: An addendum to the above. Some games might want
490 * a `priority order' among buttons, such that if one button is
491 * pressed while another is down then a fixed one of the
492 * buttons takes priority no matter what order they're pressed
493 * in. Mines, in particular, wants to treat a left+right click
494 * like a left click for the benefit of users of other
495 * implementations. So the last of the above points is modified
496 * in the presence of an (optional) button priority order.
498 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
499 if (me
->pressed_mouse_button
) {
500 if (IS_MOUSE_DRAG(button
)) {
501 button
= me
->pressed_mouse_button
+
502 (LEFT_DRAG
- LEFT_BUTTON
);
504 button
= me
->pressed_mouse_button
+
505 (LEFT_RELEASE
- LEFT_BUTTON
);
508 return ret
; /* ignore it */
509 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
511 * If the new button has lower priority than the old one,
512 * don't bother doing this.
514 if (me
->ourgame
->mouse_priorities
&
515 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
516 return ret
; /* just ignore it */
519 * Fabricate a button-up for the previously pressed button.
521 ret
= ret
&& midend_really_process_key
522 (me
, x
, y
, (me
->pressed_mouse_button
+
523 (LEFT_RELEASE
- LEFT_BUTTON
)));
527 * Now send on the event we originally received.
529 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
532 * And update the currently pressed button.
534 if (IS_MOUSE_RELEASE(button
))
535 me
->pressed_mouse_button
= 0;
536 else if (IS_MOUSE_DOWN(button
))
537 me
->pressed_mouse_button
= button
;
542 void midend_redraw(midend_data
*me
)
544 if (me
->statepos
> 0 && me
->drawstate
) {
545 start_draw(me
->frontend
);
546 if (me
->oldstate
&& me
->anim_time
> 0 &&
547 me
->anim_pos
< me
->anim_time
) {
548 assert(me
->dir
!= 0);
549 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
550 me
->states
[me
->statepos
-1].state
, me
->dir
,
551 me
->ui
, me
->anim_pos
, me
->flash_pos
);
553 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
554 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
555 me
->ui
, 0.0, me
->flash_pos
);
557 end_draw(me
->frontend
);
561 void midend_timer(midend_data
*me
, float tplus
)
563 me
->anim_pos
+= tplus
;
564 if (me
->anim_pos
>= me
->anim_time
||
565 me
->anim_time
== 0 || !me
->oldstate
) {
566 if (me
->anim_time
> 0)
567 midend_finish_move(me
);
570 me
->flash_pos
+= tplus
;
571 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
572 me
->flash_pos
= me
->flash_time
= 0;
578 float oldelapsed
= me
->elapsed
;
579 me
->elapsed
+= tplus
;
580 if ((int)oldelapsed
!= (int)me
->elapsed
)
581 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
584 midend_set_timer(me
);
587 float *midend_colours(midend_data
*me
, int *ncolours
)
589 game_state
*state
= NULL
;
592 if (me
->nstates
== 0) {
593 game_aux_info
*aux
= NULL
;
594 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
596 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
599 me
->ourgame
->free_aux_info(aux
);
601 state
= me
->states
[0].state
;
603 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
609 * Allow environment-based overrides for the standard
610 * colours by defining variables along the lines of
611 * `NET_COLOUR_4=6000c0'.
614 for (i
= 0; i
< *ncolours
; i
++) {
616 unsigned int r
, g
, b
;
619 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
620 for (j
= 0; buf
[j
]; j
++)
621 buf
[j
] = toupper((unsigned char)buf
[j
]);
622 if ((e
= getenv(buf
)) != NULL
&&
623 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
624 ret
[i
*3 + 0] = r
/ 255.0;
625 ret
[i
*3 + 1] = g
/ 255.0;
626 ret
[i
*3 + 2] = b
/ 255.0;
631 if (me
->nstates
== 0)
632 me
->ourgame
->free_game(state
);
637 int midend_num_presets(midend_data
*me
)
643 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
644 if (me
->presetsize
<= me
->npresets
) {
645 me
->presetsize
= me
->npresets
+ 10;
646 me
->presets
= sresize(me
->presets
, me
->presetsize
,
648 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
652 me
->presets
[me
->npresets
] = preset
;
653 me
->preset_names
[me
->npresets
] = name
;
660 * Allow environment-based extensions to the preset list by
661 * defining a variable along the lines of `SOLO_PRESETS=2x3
662 * Advanced:2x3da'. Colon-separated list of items,
663 * alternating between textual titles in the menu and
664 * encoded parameter strings.
666 char buf
[80], *e
, *p
;
669 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
670 for (j
= 0; buf
[j
]; j
++)
671 buf
[j
] = toupper((unsigned char)buf
[j
]);
673 if ((e
= getenv(buf
)) != NULL
) {
681 while (*p
&& *p
!= ':') p
++;
684 while (*p
&& *p
!= ':') p
++;
687 preset
= me
->ourgame
->default_params();
688 me
->ourgame
->decode_params(preset
, val
);
690 if (me
->ourgame
->validate_params(preset
)) {
691 /* Drop this one from the list. */
692 me
->ourgame
->free_params(preset
);
696 if (me
->presetsize
<= me
->npresets
) {
697 me
->presetsize
= me
->npresets
+ 10;
698 me
->presets
= sresize(me
->presets
, me
->presetsize
,
700 me
->preset_names
= sresize(me
->preset_names
,
701 me
->presetsize
, char *);
704 me
->presets
[me
->npresets
] = preset
;
705 me
->preset_names
[me
->npresets
] = name
;
714 void midend_fetch_preset(midend_data
*me
, int n
,
715 char **name
, game_params
**params
)
717 assert(n
>= 0 && n
< me
->npresets
);
718 *name
= me
->preset_names
[n
];
719 *params
= me
->presets
[n
];
722 int midend_wants_statusbar(midend_data
*me
)
724 return me
->ourgame
->wants_statusbar();
727 void midend_supersede_game_desc(midend_data
*me
, char *desc
)
730 me
->desc
= dupstr(desc
);
733 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
735 char *titlebuf
, *parstr
, *rest
;
740 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
744 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
745 *wintitle
= titlebuf
;
746 return me
->ourgame
->configure(me
->params
);
749 if (!me
->curparams
) {
753 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
754 which
== CFG_SEED ?
"random" : "game");
755 *wintitle
= titlebuf
;
757 ret
= snewn(2, config_item
);
759 ret
[0].type
= C_STRING
;
760 if (which
== CFG_SEED
)
761 ret
[0].name
= "Game random seed";
763 ret
[0].name
= "Game ID";
766 * For CFG_DESC the text going in here will be a string
767 * encoding of the restricted parameters, plus a colon,
768 * plus the game description. For CFG_SEED it will be the
769 * full parameters, plus a hash, plus the random seed data.
770 * Either of these is a valid full game ID (although only
771 * the former is likely to persist across many code
774 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
776 if (which
== CFG_DESC
) {
777 rest
= me
->desc ? me
->desc
: "";
780 rest
= me
->seedstr ? me
->seedstr
: "";
783 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
784 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
788 ret
[1].name
= ret
[1].sval
= NULL
;
794 assert(!"We shouldn't be here");
798 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
800 char *error
, *par
, *desc
, *seed
;
802 seed
= strchr(id
, '#');
803 desc
= strchr(id
, ':');
805 if (desc
&& (!seed
|| desc
< seed
)) {
807 * We have a colon separating parameters from game
808 * description. So `par' now points to the parameters
809 * string, and `desc' to the description string.
814 } else if (seed
&& (!desc
|| seed
< desc
)) {
816 * We have a hash separating parameters from random seed.
817 * So `par' now points to the parameters string, and `seed'
818 * to the seed string.
825 * We only have one string. Depending on `defmode', we take
826 * it to be either parameters, seed or description.
828 if (defmode
== DEF_SEED
) {
831 } else if (defmode
== DEF_DESC
) {
841 game_params
*tmpparams
;
842 tmpparams
= me
->ourgame
->dup_params(me
->params
);
843 me
->ourgame
->decode_params(tmpparams
, par
);
844 error
= me
->ourgame
->validate_params(tmpparams
);
846 me
->ourgame
->free_params(tmpparams
);
850 me
->ourgame
->free_params(me
->curparams
);
851 me
->curparams
= tmpparams
;
854 * Now filter only the persistent parts of this state into
855 * the long-term params structure, unless we've _only_
856 * received a params string in which case the whole lot is
860 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
861 me
->ourgame
->decode_params(me
->params
, tmpstr
);
864 me
->ourgame
->free_params(me
->params
);
865 me
->params
= me
->ourgame
->dup_params(tmpparams
);
875 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
879 me
->desc
= dupstr(desc
);
880 me
->genmode
= GOT_DESC
;
882 me
->ourgame
->free_aux_info(me
->aux_info
);
887 me
->seedstr
= dupstr(seed
);
888 me
->genmode
= GOT_SEED
;
894 char *midend_game_id(midend_data
*me
, char *id
)
896 return midend_game_id_int(me
, id
, DEF_PARAMS
);
899 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
906 params
= me
->ourgame
->custom_params(cfg
);
907 error
= me
->ourgame
->validate_params(params
);
910 me
->ourgame
->free_params(params
);
914 me
->ourgame
->free_params(me
->params
);
920 error
= midend_game_id_int(me
, cfg
[0].sval
,
921 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
930 char *midend_text_format(midend_data
*me
)
932 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
933 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
938 char *midend_solve(midend_data
*me
)
943 if (!me
->ourgame
->can_solve
)
944 return "This game does not support the Solve operation";
946 if (me
->statepos
< 1)
947 return "No game set up to solve"; /* _shouldn't_ happen! */
949 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
950 s
= me
->ourgame
->solve(me
->states
[0].state
, me
->aux_info
, &msg
);
955 * Now enter the solved state as the next move.
957 midend_stop_anim(me
);
958 while (me
->nstates
> me
->statepos
)
959 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
961 me
->states
[me
->nstates
].state
= s
;
962 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
963 me
->statepos
= ++me
->nstates
;
965 me
->ourgame
->changed_state(me
->ui
,
966 me
->states
[me
->statepos
-2].state
,
967 me
->states
[me
->statepos
-1].state
);
969 midend_finish_move(me
);
971 midend_set_timer(me
);
975 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
978 * An important special case is that we are occasionally called
979 * with our own laststatus, to update the timer.
981 if (me
->laststatus
!= text
) {
982 sfree(me
->laststatus
);
983 me
->laststatus
= dupstr(text
);
986 if (me
->ourgame
->is_timed
) {
987 char timebuf
[100], *ret
;
993 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
995 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
996 strcpy(ret
, timebuf
);
1001 return dupstr(text
);