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synced 2025-04-21 08:01:30 -07:00
Annoying special cases for Mines.
Firstly, the `Restart' function now reconstructs an initial game state from the game description rather than dup_game(states[0]). This means that Restart in a game of Mines restarts to just _after_ the initial click, so you can resume the puzzle-solving part without having to remember where you placed that click. Secondly, the midend now contains a second `private' game desc, which is guaranteed to actually reconstruct the initial game_state correctly (which Mines's publicly visible game descs tend not to, since they describe a state which has already had the first click). This should make serialising of Mines more sensible. [originally from svn r6025]
This commit is contained in:
45
midend.c
45
midend.c
@ -25,7 +25,29 @@ struct midend_data {
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random_state *random;
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const game *ourgame;
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char *desc, *seedstr;
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/*
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* `desc' and `privdesc' deserve a comment.
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*
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* `desc' is the game description as presented to the user when
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* they ask for Game -> Specific. `privdesc', if non-NULL, is a
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* different game description used to reconstruct the initial
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* game_state when de-serialising. If privdesc is NULL, `desc'
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* is used for both.
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*
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* For almost all games, `privdesc' is NULL and never used. The
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* exception (as usual) is Mines: the initial game state has no
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* squares open at all, but after the first click `desc' is
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* rewritten to describe a game state with an initial click and
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* thus a bunch of squares open. If we used that desc to
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* serialise and deserialise, then the initial game state after
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* deserialisation would look unlike the initial game state
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* beforehand, and worse still execute_move() might fail on the
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* attempted first click. So `privdesc' is also used in this
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* case, to provide a game description describing the same
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* fixed mine layout _but_ no initial click. (These game IDs
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* may also be typed directly into Mines if you like.)
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*/
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char *desc, *privdesc, *seedstr;
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game_aux_info *aux_info;
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enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
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int nstates, statesize, statepos;
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@ -75,7 +97,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame)
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me->states = NULL;
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me->params = ourgame->default_params();
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me->curparams = NULL;
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me->desc = NULL;
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me->desc = me->privdesc = NULL;
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me->seedstr = NULL;
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me->aux_info = NULL;
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me->genmode = GOT_NOTHING;
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@ -212,6 +234,7 @@ void midend_new_game(midend_data *me)
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}
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sfree(me->desc);
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sfree(me->privdesc);
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if (me->aux_info)
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me->ourgame->free_aux_info(me->aux_info);
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me->aux_info = NULL;
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@ -219,6 +242,7 @@ void midend_new_game(midend_data *me)
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rs = random_init(me->seedstr, strlen(me->seedstr));
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me->desc = me->ourgame->new_desc(me->curparams, rs,
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&me->aux_info, TRUE);
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me->privdesc = NULL;
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random_free(rs);
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}
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@ -317,7 +341,14 @@ void midend_restart_game(midend_data *me)
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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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* During restart, we reconstruct the game from the (public)
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* game description rather than from states[0], because that
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* way Mines gets slightly more sensible behaviour (restart
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* goes to _after_ the first click so you don't have to
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* remember where you clicked).
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*/
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s = me->ourgame->new_game(me, me->params, me->desc);
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/*
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* Now enter the restarted state as the next move.
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@ -737,10 +768,13 @@ int midend_wants_statusbar(midend_data *me)
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return me->ourgame->wants_statusbar();
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}
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void midend_supersede_game_desc(midend_data *me, char *desc)
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void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc)
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{
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sfree(me->desc);
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sfree(me->privdesc);
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printf("%s\n%s\n", desc, privdesc);
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me->desc = dupstr(desc);
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me->privdesc = privdesc ? dupstr(privdesc) : NULL;
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}
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config_item *midend_get_config(midend_data *me, int which, char **wintitle)
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@ -880,7 +914,8 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode)
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}
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sfree(me->desc);
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me->desc = NULL;
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sfree(me->privdesc);
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me->desc = me->privdesc = NULL;
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sfree(me->seedstr);
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me->seedstr = NULL;
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