}
ensure(me);
- me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc);
+ me->states[me->nstates].state =
+ me->ourgame->new_game(me, me->params, me->desc);
me->states[me->nstates].special = TRUE;
me->nstates++;
me->statepos = 1;
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
- me->oldstate ? me->dir : +1);
+ me->oldstate ? me->dir : +1,
+ me->ui);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
} else {
anim_time = me->ourgame->anim_length(oldstate,
me->states[me->statepos-1].state,
- me->dir);
+ me->dir, me->ui);
}
me->oldstate = oldstate;
if (me->nstates == 0) {
game_aux_info *aux = NULL;
char *desc = me->ourgame->new_desc(me->params, me->random, &aux);
- state = me->ourgame->new_game(me->params, desc);
+ state = me->ourgame->new_game(me, me->params, desc);
sfree(desc);
if (aux)
me->ourgame->free_aux_info(aux);
return me->ourgame->wants_statusbar();
}
+void midend_supersede_game_desc(midend_data *me, char *desc)
+{
+ sfree(me->desc);
+ me->desc = dupstr(desc);
+}
+
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
{
char *titlebuf, *parstr;