struct midend_data {
frontend *frontend;
random_state *random;
+ const game *ourgame;
char *seed;
int fresh_seed;
} \
} while (0)
-midend_data *midend_new(frontend *fe)
+midend_data *midend_new(frontend *fe, const game *ourgame)
{
midend_data *me = snew(midend_data);
void *randseed;
get_random_seed(&randseed, &randseedsize);
me->frontend = fe;
+ me->ourgame = ourgame;
me->random = random_init(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
- me->params = default_params();
+ me->params = ourgame->default_params();
me->seed = NULL;
me->fresh_seed = FALSE;
me->drawstate = NULL;
{
sfree(me->states);
sfree(me->seed);
- free_params(me->params);
+ me->ourgame->free_params(me->params);
sfree(me);
}
void midend_size(midend_data *me, int *x, int *y)
{
- game_size(me->params, x, y);
+ me->ourgame->size(me->params, x, y);
}
void midend_set_params(midend_data *me, game_params *params)
{
- free_params(me->params);
- me->params = dup_params(params);
+ me->ourgame->free_params(me->params);
+ me->params = me->ourgame->dup_params(params);
}
void midend_new_game(midend_data *me)
{
while (me->nstates > 0)
- free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates]);
if (me->drawstate)
- game_free_drawstate(me->drawstate);
+ me->ourgame->free_drawstate(me->drawstate);
assert(me->nstates == 0);
if (!me->fresh_seed) {
sfree(me->seed);
- me->seed = new_game_seed(me->params, me->random);
+ me->seed = me->ourgame->new_seed(me->params, me->random);
} else
me->fresh_seed = FALSE;
ensure(me);
- me->states[me->nstates++] = new_game(me->params, me->seed);
+ me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed);
me->statepos = 1;
- me->drawstate = game_new_drawstate(me->states[0]);
+ me->drawstate = me->ourgame->new_drawstate(me->states[0]);
if (me->ui)
- free_ui(me->ui);
- me->ui = new_ui(me->states[0]);
+ me->ourgame->free_ui(me->ui);
+ me->ui = me->ourgame->new_ui(me->states[0]);
}
void midend_restart_game(midend_data *me)
{
while (me->nstates > 1)
- free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates]);
me->statepos = me->nstates;
- free_ui(me->ui);
- me->ui = new_ui(me->states[0]);
+ me->ourgame->free_ui(me->ui);
+ me->ui = me->ourgame->new_ui(me->states[0]);
}
static int midend_undo(midend_data *me)
float flashtime;
if (me->oldstate || me->statepos > 1) {
- flashtime = game_flash_length(me->oldstate ? me->oldstate :
- me->states[me->statepos-2],
- me->states[me->statepos-1],
- me->oldstate ? me->dir : +1);
+ flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
+ me->states[me->statepos-2],
+ me->states[me->statepos-1],
+ me->oldstate ? me->dir : +1);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
}
if (me->oldstate)
- free_game(me->oldstate);
+ me->ourgame->free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
int midend_process_key(midend_data *me, int x, int y, int button)
{
- game_state *oldstate = dup_game(me->states[me->statepos - 1]);
+ game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') {
if (!midend_redo(me))
return 1;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
- free_game(oldstate);
+ me->ourgame->free_game(oldstate);
return 0;
} else {
- game_state *s = make_move(me->states[me->statepos-1], me->ui,
- x, y, button);
+ game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
+ me->ui, x, y, button);
if (s == me->states[me->statepos-1]) {
/*
} else if (s) {
midend_stop_anim(me);
while (me->nstates > me->statepos)
- free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates]);
ensure(me);
me->states[me->nstates] = s;
me->statepos = ++me->nstates;
me->dir = +1;
} else {
- free_game(oldstate);
+ me->ourgame->free_game(oldstate);
return 1;
}
}
/*
* See if this move requires an animation.
*/
- anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
+ anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
+ me->dir);
me->oldstate = oldstate;
if (anim_time > 0) {
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
assert(me->dir != 0);
- game_redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->dir,
- me->ui, me->anim_pos, me->flash_pos);
+ me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
+ me->states[me->statepos-1], me->dir,
+ me->ui, me->anim_pos, me->flash_pos);
} else {
- game_redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], +1 /*shrug*/,
- me->ui, 0.0, me->flash_pos);
+ me->ourgame->redraw(me->frontend, me->drawstate, NULL,
+ me->states[me->statepos-1], +1 /*shrug*/,
+ me->ui, 0.0, me->flash_pos);
}
end_draw(me->frontend);
}
float *ret;
if (me->nstates == 0) {
- char *seed = new_game_seed(me->params, me->random);
- state = new_game(me->params, seed);
+ char *seed = me->ourgame->new_seed(me->params, me->random);
+ state = me->ourgame->new_game(me->params, seed);
sfree(seed);
} else
state = me->states[0];
- ret = game_colours(me->frontend, state, ncolours);
+ ret = me->ourgame->colours(me->frontend, state, ncolours);
if (me->nstates == 0)
- free_game(state);
+ me->ourgame->free_game(state);
return ret;
}
char *name;
game_params *preset;
- while (game_fetch_preset(me->npresets, &name, &preset)) {
+ while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
if (me->presetsize <= me->npresets) {
me->presetsize = me->npresets + 10;
me->presets = sresize(me->presets, me->presetsize,
int midend_wants_statusbar(midend_data *me)
{
- return game_wants_statusbar();
+ return me->ourgame->wants_statusbar();
}
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
char *titlebuf, *parstr;
config_item *ret;
- titlebuf = snewn(40 + strlen(game_name), char);
+ titlebuf = snewn(40 + strlen(me->ourgame->name), char);
switch (which) {
case CFG_SETTINGS:
- sprintf(titlebuf, "%s configuration", game_name);
+ sprintf(titlebuf, "%s configuration", me->ourgame->name);
*wintitle = dupstr(titlebuf);
- return game_configure(me->params);
+ return me->ourgame->configure(me->params);
case CFG_SEED:
- sprintf(titlebuf, "%s game selection", game_name);
+ sprintf(titlebuf, "%s game selection", me->ourgame->name);
*wintitle = dupstr(titlebuf);
ret = snewn(2, config_item);
* parameters, plus a colon, plus the game seed. This is a
* full game ID.
*/
- parstr = encode_params(me->params);
+ parstr = me->ourgame->encode_params(me->params);
ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
sfree(parstr);
}
if (par) {
- params = decode_params(par);
- error = validate_params(params);
+ params = me->ourgame->decode_params(par);
+ error = me->ourgame->validate_params(params);
if (error) {
- free_params(params);
+ me->ourgame->free_params(params);
return error;
}
- free_params(me->params);
+ me->ourgame->free_params(me->params);
me->params = params;
}
if (seed) {
- error = validate_seed(me->params, seed);
+ error = me->ourgame->validate_seed(me->params, seed);
if (error)
return error;
switch (which) {
case CFG_SETTINGS:
- params = custom_params(cfg);
- error = validate_params(params);
+ params = me->ourgame->custom_params(cfg);
+ error = me->ourgame->validate_params(params);
if (error) {
- free_params(params);
+ me->ourgame->free_params(params);
return error;
}
- free_params(me->params);
+ me->ourgame->free_params(me->params);
me->params = params;
break;