mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Rather than each game backend file exporting a whole load of
functions and a couple of variables, now each one exports a single structure containing a load of function pointers and said variables. This should make it easy to support platforms on which it's sensible to compile all the puzzles into a single monolithic application. The two existing platforms are still one-binary-per-game. [originally from svn r5126]
This commit is contained in:
111
midend.c
111
midend.c
@ -14,6 +14,7 @@
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struct midend_data {
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frontend *frontend;
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random_state *random;
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const game *ourgame;
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char *seed;
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int fresh_seed;
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@ -40,7 +41,7 @@ struct midend_data {
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} \
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} while (0)
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midend_data *midend_new(frontend *fe)
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midend_data *midend_new(frontend *fe, const game *ourgame)
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{
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midend_data *me = snew(midend_data);
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void *randseed;
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@ -49,10 +50,11 @@ midend_data *midend_new(frontend *fe)
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get_random_seed(&randseed, &randseedsize);
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me->frontend = fe;
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me->ourgame = ourgame;
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me->random = random_init(randseed, randseedsize);
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me->nstates = me->statesize = me->statepos = 0;
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me->states = NULL;
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me->params = default_params();
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me->params = ourgame->default_params();
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me->seed = NULL;
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me->fresh_seed = FALSE;
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me->drawstate = NULL;
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@ -74,53 +76,53 @@ void midend_free(midend_data *me)
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{
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sfree(me->states);
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sfree(me->seed);
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free_params(me->params);
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me->ourgame->free_params(me->params);
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sfree(me);
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}
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void midend_size(midend_data *me, int *x, int *y)
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{
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game_size(me->params, x, y);
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me->ourgame->size(me->params, x, y);
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}
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void midend_set_params(midend_data *me, game_params *params)
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{
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free_params(me->params);
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me->params = dup_params(params);
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me->ourgame->free_params(me->params);
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me->params = me->ourgame->dup_params(params);
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}
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void midend_new_game(midend_data *me)
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{
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while (me->nstates > 0)
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free_game(me->states[--me->nstates]);
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me->ourgame->free_game(me->states[--me->nstates]);
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if (me->drawstate)
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game_free_drawstate(me->drawstate);
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me->ourgame->free_drawstate(me->drawstate);
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assert(me->nstates == 0);
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if (!me->fresh_seed) {
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sfree(me->seed);
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me->seed = new_game_seed(me->params, me->random);
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me->seed = me->ourgame->new_seed(me->params, me->random);
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} else
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me->fresh_seed = FALSE;
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ensure(me);
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me->states[me->nstates++] = new_game(me->params, me->seed);
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me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed);
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me->statepos = 1;
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me->drawstate = game_new_drawstate(me->states[0]);
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me->drawstate = me->ourgame->new_drawstate(me->states[0]);
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if (me->ui)
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free_ui(me->ui);
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me->ui = new_ui(me->states[0]);
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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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void midend_restart_game(midend_data *me)
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{
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while (me->nstates > 1)
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free_game(me->states[--me->nstates]);
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me->ourgame->free_game(me->states[--me->nstates]);
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me->statepos = me->nstates;
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free_ui(me->ui);
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me->ui = new_ui(me->states[0]);
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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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@ -148,10 +150,10 @@ static void midend_finish_move(midend_data *me)
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float flashtime;
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if (me->oldstate || me->statepos > 1) {
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flashtime = game_flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2],
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me->states[me->statepos-1],
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me->oldstate ? me->dir : +1);
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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-1],
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me->oldstate ? me->dir : +1);
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if (flashtime > 0) {
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me->flash_pos = 0.0F;
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me->flash_time = flashtime;
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@ -159,7 +161,7 @@ static void midend_finish_move(midend_data *me)
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}
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if (me->oldstate)
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free_game(me->oldstate);
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me->ourgame->free_game(me->oldstate);
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me->oldstate = NULL;
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me->anim_pos = me->anim_time = 0;
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me->dir = 0;
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@ -180,7 +182,7 @@ static void midend_stop_anim(midend_data *me)
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int midend_process_key(midend_data *me, int x, int y, int button)
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{
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game_state *oldstate = dup_game(me->states[me->statepos - 1]);
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game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
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float anim_time;
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if (button == 'n' || button == 'N' || button == '\x0E') {
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@ -203,11 +205,11 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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if (!midend_redo(me))
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return 1;
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} else if (button == 'q' || button == 'Q' || button == '\x11') {
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free_game(oldstate);
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me->ourgame->free_game(oldstate);
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return 0;
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} else {
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game_state *s = make_move(me->states[me->statepos-1], me->ui,
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x, y, button);
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game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
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me->ui, x, y, button);
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if (s == me->states[me->statepos-1]) {
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/*
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@ -220,13 +222,13 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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} else if (s) {
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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free_game(me->states[--me->nstates]);
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me->ourgame->free_game(me->states[--me->nstates]);
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ensure(me);
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me->states[me->nstates] = s;
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me->statepos = ++me->nstates;
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me->dir = +1;
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} else {
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free_game(oldstate);
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me->ourgame->free_game(oldstate);
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return 1;
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}
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}
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@ -234,7 +236,8 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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/*
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* See if this move requires an animation.
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*/
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anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
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anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
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me->dir);
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me->oldstate = oldstate;
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if (anim_time > 0) {
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@ -259,13 +262,13 @@ void midend_redraw(midend_data *me)
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if (me->oldstate && me->anim_time > 0 &&
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me->anim_pos < me->anim_time) {
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assert(me->dir != 0);
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game_redraw(me->frontend, me->drawstate, me->oldstate,
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me->states[me->statepos-1], me->dir,
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me->ui, me->anim_pos, me->flash_pos);
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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->ui, me->anim_pos, me->flash_pos);
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} else {
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game_redraw(me->frontend, me->drawstate, NULL,
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me->states[me->statepos-1], +1 /*shrug*/,
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me->ui, 0.0, me->flash_pos);
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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->ui, 0.0, me->flash_pos);
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}
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end_draw(me->frontend);
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}
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@ -294,16 +297,16 @@ float *midend_colours(midend_data *me, int *ncolours)
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float *ret;
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if (me->nstates == 0) {
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char *seed = new_game_seed(me->params, me->random);
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state = new_game(me->params, seed);
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char *seed = me->ourgame->new_seed(me->params, me->random);
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state = me->ourgame->new_game(me->params, seed);
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sfree(seed);
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} else
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state = me->states[0];
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ret = game_colours(me->frontend, state, ncolours);
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ret = me->ourgame->colours(me->frontend, state, ncolours);
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if (me->nstates == 0)
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free_game(state);
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me->ourgame->free_game(state);
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return ret;
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}
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@ -314,7 +317,7 @@ int midend_num_presets(midend_data *me)
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char *name;
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game_params *preset;
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while (game_fetch_preset(me->npresets, &name, &preset)) {
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while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
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if (me->presetsize <= me->npresets) {
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me->presetsize = me->npresets + 10;
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me->presets = sresize(me->presets, me->presetsize,
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@ -342,7 +345,7 @@ void midend_fetch_preset(midend_data *me, int n,
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int midend_wants_statusbar(midend_data *me)
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{
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return game_wants_statusbar();
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return me->ourgame->wants_statusbar();
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}
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config_item *midend_get_config(midend_data *me, int which, char **wintitle)
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@ -350,15 +353,15 @@ config_item *midend_get_config(midend_data *me, int which, char **wintitle)
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char *titlebuf, *parstr;
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config_item *ret;
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titlebuf = snewn(40 + strlen(game_name), char);
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titlebuf = snewn(40 + strlen(me->ourgame->name), char);
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switch (which) {
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case CFG_SETTINGS:
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sprintf(titlebuf, "%s configuration", game_name);
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sprintf(titlebuf, "%s configuration", me->ourgame->name);
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*wintitle = dupstr(titlebuf);
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return game_configure(me->params);
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return me->ourgame->configure(me->params);
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case CFG_SEED:
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sprintf(titlebuf, "%s game selection", game_name);
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sprintf(titlebuf, "%s game selection", me->ourgame->name);
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*wintitle = dupstr(titlebuf);
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ret = snewn(2, config_item);
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@ -371,7 +374,7 @@ config_item *midend_get_config(midend_data *me, int which, char **wintitle)
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* parameters, plus a colon, plus the game seed. This is a
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* full game ID.
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*/
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parstr = encode_params(me->params);
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parstr = me->ourgame->encode_params(me->params);
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ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
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sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
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sfree(parstr);
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@ -417,18 +420,18 @@ char *midend_game_id(midend_data *me, char *id, int def_seed)
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}
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if (par) {
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params = decode_params(par);
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error = validate_params(params);
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params = me->ourgame->decode_params(par);
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error = me->ourgame->validate_params(params);
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if (error) {
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free_params(params);
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me->ourgame->free_params(params);
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return error;
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}
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free_params(me->params);
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me->ourgame->free_params(me->params);
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me->params = params;
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}
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if (seed) {
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error = validate_seed(me->params, seed);
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error = me->ourgame->validate_seed(me->params, seed);
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if (error)
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return error;
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@ -447,15 +450,15 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg)
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switch (which) {
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case CFG_SETTINGS:
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params = custom_params(cfg);
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error = validate_params(params);
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params = me->ourgame->custom_params(cfg);
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error = me->ourgame->validate_params(params);
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if (error) {
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free_params(params);
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me->ourgame->free_params(params);
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return error;
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}
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free_params(me->params);
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me->ourgame->free_params(me->params);
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me->params = params;
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break;
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