struct midend_data {
frontend *frontend;
+ random_state *random;
+
char *seed;
int fresh_seed;
int nstates, statesize, statepos;
game_state **states;
game_drawstate *drawstate;
game_state *oldstate;
+ game_ui *ui;
float anim_time, anim_pos;
float flash_time, flash_pos;
};
} \
} while (0)
-midend_data *midend_new(frontend *frontend)
+midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
{
midend_data *me = snew(midend_data);
- me->frontend = frontend;
+ me->frontend = fe;
+ me->random = random_init(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = default_params();
me->npresets = me->presetsize = 0;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
+ me->ui = NULL;
return me;
}
if (!me->fresh_seed) {
sfree(me->seed);
- me->seed = new_game_seed(me->params);
+ me->seed = new_game_seed(me->params, me->random);
} else
me->fresh_seed = FALSE;
me->states[me->nstates++] = new_game(me->params, me->seed);
me->statepos = 1;
me->drawstate = game_new_drawstate(me->states[0]);
+ if (me->ui)
+ free_ui(me->ui);
+ me->ui = new_ui(me->states[0]);
}
void midend_restart_game(midend_data *me)
while (me->nstates > 1)
free_game(me->states[--me->nstates]);
me->statepos = me->nstates;
+ free_ui(me->ui);
+ me->ui = new_ui(me->states[0]);
}
static int midend_undo(midend_data *me)
activate_timer(me->frontend);
}
-int midend_process_key(midend_data *me, int x, int y, int button)
+static void midend_stop_anim(midend_data *me)
{
- game_state *oldstate = dup_game(me->states[me->statepos - 1]);
- float anim_time;
-
if (me->oldstate || me->anim_time) {
midend_finish_move(me);
midend_redraw(me);
}
+}
+
+int midend_process_key(midend_data *me, int x, int y, int button)
+{
+ game_state *oldstate = dup_game(me->states[me->statepos - 1]);
+ float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') {
+ midend_stop_anim(me);
midend_new_game(me);
midend_redraw(me);
return 1; /* never animate */
} else if (button == 'r' || button == 'R') {
+ midend_stop_anim(me);
midend_restart_game(me);
midend_redraw(me);
return 1; /* never animate */
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
+ midend_stop_anim(me);
if (!midend_undo(me))
return 1;
} else if (button == '\x12') {
+ midend_stop_anim(me);
if (!midend_redo(me))
return 1;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
free_game(oldstate);
return 0;
} else {
- game_state *s = make_move(me->states[me->statepos-1], x, y, button);
-
- if (s) {
+ game_state *s = make_move(me->states[me->statepos-1], me->ui,
+ x, y, button);
+
+ if (s == me->states[me->statepos-1]) {
+ /*
+ * make_move() is allowed to return its input state to
+ * indicate that although no move has been made, the UI
+ * state has been updated and a redraw is called for.
+ */
+ midend_redraw(me);
+ return 1;
+ } else if (s) {
+ midend_stop_anim(me);
while (me->nstates > me->statepos)
free_game(me->states[--me->nstates]);
ensure(me);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
game_redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->anim_pos,
+ me->states[me->statepos-1], me->ui, me->anim_pos,
me->flash_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], 0.0, me->flash_pos);
+ me->states[me->statepos-1], me->ui, 0.0,
+ me->flash_pos);
}
end_draw(me->frontend);
}
float *ret;
if (me->nstates == 0) {
- char *seed = new_game_seed(me->params);
+ char *seed = new_game_seed(me->params, me->random);
state = new_game(me->params, seed);
sfree(seed);
} else