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:
Simon Tatham
2005-06-28 06:59:27 +00:00
parent 76d50e6905
commit 08410651e0
3 changed files with 94 additions and 41 deletions

View File

@ -25,7 +25,29 @@ struct midend_data {
random_state *random;
const game *ourgame;
char *desc, *seedstr;
/*
* `desc' and `privdesc' deserve a comment.
*
* `desc' is the game description as presented to the user when
* they ask for Game -> Specific. `privdesc', if non-NULL, is a
* different game description used to reconstruct the initial
* game_state when de-serialising. If privdesc is NULL, `desc'
* is used for both.
*
* For almost all games, `privdesc' is NULL and never used. The
* exception (as usual) is Mines: the initial game state has no
* squares open at all, but after the first click `desc' is
* rewritten to describe a game state with an initial click and
* thus a bunch of squares open. If we used that desc to
* serialise and deserialise, then the initial game state after
* deserialisation would look unlike the initial game state
* beforehand, and worse still execute_move() might fail on the
* attempted first click. So `privdesc' is also used in this
* case, to provide a game description describing the same
* fixed mine layout _but_ no initial click. (These game IDs
* may also be typed directly into Mines if you like.)
*/
char *desc, *privdesc, *seedstr;
game_aux_info *aux_info;
enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
int nstates, statesize, statepos;
@ -75,7 +97,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame)
me->states = NULL;
me->params = ourgame->default_params();
me->curparams = NULL;
me->desc = NULL;
me->desc = me->privdesc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
me->genmode = GOT_NOTHING;
@ -212,6 +234,7 @@ void midend_new_game(midend_data *me)
}
sfree(me->desc);
sfree(me->privdesc);
if (me->aux_info)
me->ourgame->free_aux_info(me->aux_info);
me->aux_info = NULL;
@ -219,6 +242,7 @@ void midend_new_game(midend_data *me)
rs = random_init(me->seedstr, strlen(me->seedstr));
me->desc = me->ourgame->new_desc(me->curparams, rs,
&me->aux_info, TRUE);
me->privdesc = NULL;
random_free(rs);
}
@ -317,7 +341,14 @@ void midend_restart_game(midend_data *me)
if (me->statepos == 1)
return; /* no point doing anything at all! */
s = me->ourgame->dup_game(me->states[0].state);
/*
* During restart, we reconstruct the game from the (public)
* game description rather than from states[0], because that
* way Mines gets slightly more sensible behaviour (restart
* goes to _after_ the first click so you don't have to
* remember where you clicked).
*/
s = me->ourgame->new_game(me, me->params, me->desc);
/*
* Now enter the restarted state as the next move.
@ -737,10 +768,13 @@ int midend_wants_statusbar(midend_data *me)
return me->ourgame->wants_statusbar();
}
void midend_supersede_game_desc(midend_data *me, char *desc)
void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc)
{
sfree(me->desc);
sfree(me->privdesc);
printf("%s\n%s\n", desc, privdesc);
me->desc = dupstr(desc);
me->privdesc = privdesc ? dupstr(privdesc) : NULL;
}
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
@ -880,7 +914,8 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode)
}
sfree(me->desc);
me->desc = NULL;
sfree(me->privdesc);
me->desc = me->privdesc = NULL;
sfree(me->seedstr);
me->seedstr = NULL;