me->frontend = fe;
me->ourgame = ourgame;
- me->random = random_init(randseed, randseedsize);
+ me->random = random_new(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
sfree(me->aux_info);
me->aux_info = NULL;
- rs = random_init(me->seedstr, strlen(me->seedstr));
+ rs = random_new(me->seedstr, strlen(me->seedstr));
/*
* If this midend has been instantiated without providing a
* drawing API, it is non-interactive. This means that it's
}
ensure(me);
+
+ /*
+ * It might seem a bit odd that we're using me->params to
+ * create the initial game state, rather than me->curparams
+ * which is better tailored to this specific game and which we
+ * always know.
+ *
+ * It's supposed to be an invariant in the midend that
+ * me->params and me->curparams differ in no aspect that is
+ * important after generation (i.e. after new_desc()). By
+ * deliberately passing the _less_ specific of these two
+ * parameter sets, we provoke play-time misbehaviour in the
+ * case where a game has failed to encode a play-time parameter
+ * in the non-full version of encode_params().
+ */
me->states[me->nstates].state =
me->ourgame->new_game(me, me->params, me->desc);
+
me->states[me->nstates].movestr = NULL;
me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
if (me->statepos < 1)
return "No game set up to solve"; /* _shouldn't_ happen! */
- msg = "Solve operation failed"; /* game _should_ overwrite on error */
+ msg = NULL;
movestr = me->ourgame->solve(me->states[0].state,
me->states[me->statepos-1].state,
me->aux_info, &msg);
- if (!movestr)
+ if (!movestr) {
+ if (!msg)
+ msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
return msg;
+ }
s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
assert(s);