mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 16:05:44 -07:00
`Restart' is now an undo-able action: it appends a move to the end
of the undo list rather than destroying it. Partly this is because accidental restarts are a real pain, and partly because it allows you to compare the initial to the current state by restart-then-undo which is handy in some puzzles. In order to do this, I've introduced an additional per-entry field in the undo list in the midend, which tracks which states were created by `unusual' operations (Solve and Restart). The midend takes care of suppressing animation and completion flashes during transitions between a `special' state and its predecessor, relieving the game backends of having to do it individually. (This probably means I could remove some complexity in the flash_time() functions in most backends, but I haven't done that in this checkin.) [originally from svn r5791]
This commit is contained in:
116
midend.c
116
midend.c
@ -13,6 +13,11 @@
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enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
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enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
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struct midend_state_entry {
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game_state *state;
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int special; /* created by solve or restart */
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};
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struct midend_data {
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struct midend_data {
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frontend *frontend;
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frontend *frontend;
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random_state *random;
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random_state *random;
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@ -28,7 +33,7 @@ struct midend_data {
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int npresets, presetsize;
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int npresets, presetsize;
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game_params *params, *tmpparams;
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game_params *params, *tmpparams;
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game_state **states;
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struct midend_state_entry *states;
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game_drawstate *drawstate;
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game_drawstate *drawstate;
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game_state *oldstate;
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game_state *oldstate;
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game_ui *ui;
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game_ui *ui;
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@ -42,7 +47,8 @@ struct midend_data {
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#define ensure(me) do { \
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#define ensure(me) do { \
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if ((me)->nstates >= (me)->statesize) { \
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if ((me)->nstates >= (me)->statesize) { \
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(me)->statesize = (me)->nstates + 128; \
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(me)->statesize = (me)->nstates + 128; \
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(me)->states = sresize((me)->states, (me)->statesize, game_state *); \
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(me)->states = sresize((me)->states, (me)->statesize, \
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struct midend_state_entry); \
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} \
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} \
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} while (0)
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} while (0)
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@ -109,7 +115,7 @@ void midend_set_params(midend_data *me, game_params *params)
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void midend_new_game(midend_data *me)
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void midend_new_game(midend_data *me)
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{
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{
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while (me->nstates > 0)
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while (me->nstates > 0)
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me->ourgame->free_game(me->states[--me->nstates]);
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me->ourgame->free_game(me->states[--me->nstates].state);
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if (me->drawstate)
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if (me->drawstate)
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me->ourgame->free_drawstate(me->drawstate);
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me->ourgame->free_drawstate(me->drawstate);
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@ -154,24 +160,17 @@ void midend_new_game(midend_data *me)
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}
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}
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ensure(me);
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ensure(me);
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me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc);
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me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc);
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me->states[me->nstates].special = TRUE;
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me->nstates++;
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me->statepos = 1;
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me->statepos = 1;
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me->drawstate = me->ourgame->new_drawstate(me->states[0]);
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me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
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if (me->ui)
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if (me->ui)
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me->ourgame->free_ui(me->ui);
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me->ourgame->free_ui(me->ui);
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me->ui = me->ourgame->new_ui(me->states[0]);
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me->ui = me->ourgame->new_ui(me->states[0].state);
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me->pressed_mouse_button = 0;
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me->pressed_mouse_button = 0;
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}
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}
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void midend_restart_game(midend_data *me)
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{
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while (me->nstates > 1)
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me->ourgame->free_game(me->states[--me->nstates]);
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me->statepos = me->nstates;
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me->ourgame->free_ui(me->ui);
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me->ui = me->ourgame->new_ui(me->states[0]);
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}
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static int midend_undo(midend_data *me)
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static int midend_undo(midend_data *me)
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{
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{
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if (me->statepos > 1) {
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if (me->statepos > 1) {
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@ -196,10 +195,18 @@ static void midend_finish_move(midend_data *me)
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{
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{
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float flashtime;
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float flashtime;
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if (me->oldstate || me->statepos > 1) {
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/*
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* We do not flash if the later of the two states is special.
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* This covers both forward Solve moves and backward (undone)
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* Restart moves.
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*/
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if ((me->oldstate || me->statepos > 1) &&
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((me->dir > 0 && !me->states[me->statepos-1].special) ||
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(me->dir < 0 && me->statepos < me->nstates &&
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!me->states[me->statepos].special))) {
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flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
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flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2],
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me->states[me->statepos-2].state,
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me->states[me->statepos-1],
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me->states[me->statepos-1].state,
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me->oldstate ? me->dir : +1);
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me->oldstate ? me->dir : +1);
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if (flashtime > 0) {
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if (flashtime > 0) {
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me->flash_pos = 0.0F;
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me->flash_pos = 0.0F;
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@ -227,9 +234,37 @@ static void midend_stop_anim(midend_data *me)
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}
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}
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}
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}
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void midend_restart_game(midend_data *me)
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{
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game_state *s;
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assert(me->statepos >= 1);
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if (me->statepos == 1)
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return; /* no point doing anything at all! */
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s = me->ourgame->dup_game(me->states[0].state);
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/*
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* Now enter the restarted state as the next move.
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*/
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates].state);
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ensure(me);
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me->states[me->nstates].state = s;
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me->states[me->nstates].special = TRUE; /* we just restarted */
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me->statepos = ++me->nstates;
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me->anim_time = 0.0;
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midend_finish_move(me);
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midend_redraw(me);
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activate_timer(me->frontend);
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}
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static int midend_really_process_key(midend_data *me, int x, int y, int button)
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static int midend_really_process_key(midend_data *me, int x, int y, int button)
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{
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{
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game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
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game_state *oldstate =
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me->ourgame->dup_game(me->states[me->statepos - 1].state);
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int special = FALSE, gotspecial = FALSE;
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float anim_time;
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float anim_time;
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if (button == 'n' || button == 'N' || button == '\x0E') {
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if (button == 'n' || button == 'N' || button == '\x0E') {
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@ -245,6 +280,8 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
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} else if (button == 'u' || button == 'u' ||
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} else if (button == 'u' || button == 'u' ||
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button == '\x1A' || button == '\x1F') {
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button == '\x1A' || button == '\x1F') {
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midend_stop_anim(me);
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midend_stop_anim(me);
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special = me->states[me->statepos-1].special;
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gotspecial = TRUE;
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if (!midend_undo(me))
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if (!midend_undo(me))
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return 1;
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return 1;
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} else if (button == '\x12') {
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} else if (button == '\x12') {
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@ -255,10 +292,11 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
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me->ourgame->free_game(oldstate);
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me->ourgame->free_game(oldstate);
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return 0;
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return 0;
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} else {
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} else {
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game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
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game_state *s =
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me->ui, x, y, button);
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me->ourgame->make_move(me->states[me->statepos-1].state,
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me->ui, x, y, button);
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if (s == me->states[me->statepos-1]) {
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if (s == me->states[me->statepos-1].state) {
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/*
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/*
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* make_move() is allowed to return its input state to
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* make_move() is allowed to return its input state to
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* indicate that although no move has been made, the UI
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* indicate that although no move has been made, the UI
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@ -269,9 +307,10 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
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} else if (s) {
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} else if (s) {
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midend_stop_anim(me);
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates]);
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me->ourgame->free_game(me->states[--me->nstates].state);
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ensure(me);
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ensure(me);
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me->states[me->nstates] = s;
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me->states[me->nstates].state = s;
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me->states[me->nstates].special = FALSE; /* normal move */
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me->statepos = ++me->nstates;
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me->statepos = ++me->nstates;
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me->dir = +1;
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me->dir = +1;
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} else {
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} else {
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@ -280,11 +319,19 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
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}
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}
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}
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}
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if (!gotspecial)
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special = me->states[me->statepos-1].special;
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/*
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/*
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* See if this move requires an animation.
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* See if this move requires an animation.
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*/
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*/
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anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
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if (special) {
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me->dir);
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anim_time = 0;
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} else {
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anim_time = me->ourgame->anim_length(oldstate,
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me->states[me->statepos-1].state,
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me->dir);
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}
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me->oldstate = oldstate;
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me->oldstate = oldstate;
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if (anim_time > 0) {
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if (anim_time > 0) {
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@ -408,11 +455,11 @@ void midend_redraw(midend_data *me)
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me->anim_pos < me->anim_time) {
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me->anim_pos < me->anim_time) {
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assert(me->dir != 0);
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assert(me->dir != 0);
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me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
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me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
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me->states[me->statepos-1], me->dir,
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me->states[me->statepos-1].state, me->dir,
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me->ui, me->anim_pos, me->flash_pos);
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me->ui, me->anim_pos, me->flash_pos);
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} else {
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} else {
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me->ourgame->redraw(me->frontend, me->drawstate, NULL,
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me->ourgame->redraw(me->frontend, me->drawstate, NULL,
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me->states[me->statepos-1], +1 /*shrug*/,
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me->states[me->statepos-1].state, +1 /*shrug*/,
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me->ui, 0.0, me->flash_pos);
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me->ui, 0.0, me->flash_pos);
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}
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}
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end_draw(me->frontend);
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end_draw(me->frontend);
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@ -449,7 +496,7 @@ float *midend_colours(midend_data *me, int *ncolours)
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if (aux)
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if (aux)
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me->ourgame->free_aux_info(aux);
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me->ourgame->free_aux_info(aux);
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} else
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} else
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state = me->states[0];
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state = me->states[0].state;
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ret = me->ourgame->colours(me->frontend, state, ncolours);
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ret = me->ourgame->colours(me->frontend, state, ncolours);
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@ -691,7 +738,7 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg)
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char *midend_text_format(midend_data *me)
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char *midend_text_format(midend_data *me)
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{
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{
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if (me->ourgame->can_format_as_text && me->statepos > 0)
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if (me->ourgame->can_format_as_text && me->statepos > 0)
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return me->ourgame->text_format(me->states[me->statepos-1]);
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return me->ourgame->text_format(me->states[me->statepos-1].state);
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else
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else
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return NULL;
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return NULL;
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}
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}
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@ -708,18 +755,19 @@ char *midend_solve(midend_data *me)
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return "No game set up to solve"; /* _shouldn't_ happen! */
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return "No game set up to solve"; /* _shouldn't_ happen! */
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msg = "Solve operation failed"; /* game _should_ overwrite on error */
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msg = "Solve operation failed"; /* game _should_ overwrite on error */
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s = me->ourgame->solve(me->states[0], me->aux_info, &msg);
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s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
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if (!s)
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if (!s)
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return msg;
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return msg;
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/*
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/*
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* Now enter the solved state as the next move.~|~
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* Now enter the solved state as the next move.
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*/
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*/
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midend_stop_anim(me);
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates]);
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me->ourgame->free_game(me->states[--me->nstates].state);
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ensure(me);
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ensure(me);
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me->states[me->nstates] = s;
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me->states[me->nstates].state = s;
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me->states[me->nstates].special = TRUE; /* created using solve */
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me->statepos = ++me->nstates;
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me->statepos = ++me->nstates;
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me->anim_time = 0.0;
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me->anim_time = 0.0;
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midend_finish_move(me);
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midend_finish_move(me);
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Reference in New Issue
Block a user