game_ui *ui;
float anim_time, anim_pos;
float flash_time, flash_pos;
+ int dir;
};
#define ensure(me) do { \
me->npresets = me->presetsize = 0;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
+ me->dir = 0;
me->ui = NULL;
return me;
{
if (me->statepos > 1) {
me->statepos--;
+ me->dir = -1;
return 1;
} else
return 0;
{
if (me->statepos < me->nstates) {
me->statepos++;
+ me->dir = +1;
return 1;
} else
return 0;
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->states[me->statepos-1],
+ me->oldstate ? me->dir : +1);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
+ me->dir = 0;
if (me->flash_time == 0 && me->anim_time == 0)
deactivate_timer(me->frontend);
ensure(me);
me->states[me->nstates] = s;
me->statepos = ++me->nstates;
+ me->dir = +1;
} else {
free_game(oldstate);
return 1;
/*
* See if this move requires an animation.
*/
- anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
+ anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
me->oldstate = oldstate;
if (anim_time > 0) {
start_draw(me->frontend);
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->ui, me->anim_pos,
- me->flash_pos);
+ 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], me->ui, 0.0,
- me->flash_pos);
+ me->states[me->statepos-1], +1 /*shrug*/,
+ me->ui, 0.0, me->flash_pos);
}
end_draw(me->frontend);
}
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
{
- char *titlebuf;
+ char *titlebuf, *parstr;
config_item *ret;
titlebuf = snewn(40 + strlen(game_name), char);
ret[0].type = C_STRING;
ret[0].name = "Game ID";
ret[0].ival = 0;
- ret[0].sval = dupstr(me->seed);
+ /*
+ * The text going in here will be a string encoding of the
+ * parameters, plus a colon, plus the game seed. This is a
+ * full game ID.
+ */
+ parstr = 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);
ret[1].type = C_END;
ret[1].name = ret[1].sval = NULL;
return NULL;
}
+char *midend_game_id(midend_data *me, char *id, int def_seed)
+{
+ char *error, *par, *seed;
+ game_params *params;
+
+ seed = strchr(id, ':');
+
+ if (seed) {
+ /*
+ * We have a colon separating parameters from game seed. So
+ * `par' now points to the parameters string, and `seed' to
+ * the seed string.
+ */
+ *seed++ = '\0';
+ par = id;
+ } else {
+ /*
+ * We only have one string. Depending on `def_seed', we
+ * take it to be either parameters or seed.
+ */
+ if (def_seed) {
+ seed = id;
+ par = NULL;
+ } else {
+ seed = NULL;
+ par = id;
+ }
+ }
+
+ if (par) {
+ params = decode_params(par);
+ error = validate_params(params);
+ if (error) {
+ free_params(params);
+ return error;
+ }
+ free_params(me->params);
+ me->params = params;
+ }
+
+ if (seed) {
+ error = validate_seed(me->params, seed);
+ if (error)
+ return error;
+
+ sfree(me->seed);
+ me->seed = dupstr(seed);
+ me->fresh_seed = TRUE;
+ }
+
+ return NULL;
+}
+
char *midend_set_config(midend_data *me, int which, config_item *cfg)
{
char *error;
break;
case CFG_SEED:
- error = validate_seed(me->params, cfg[0].sval);
+ error = midend_game_id(me, cfg[0].sval, TRUE);
if (error)
return error;
-
- sfree(me->seed);
- me->seed = dupstr(cfg[0].sval);
- me->fresh_seed = TRUE;
-
break;
}