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

88
mines.c
View File

@ -1855,7 +1855,7 @@ static char *describe_layout(char *grid, int area, int x, int y,
*/
ret = snewn((area+3)/4 + 100, char);
p = ret + sprintf(ret, "%d,%d,%s", x, y,
obfuscate ? "m" : ""); /* 'm' == masked */
obfuscate ? "m" : "u"); /* 'm' == masked */
for (i = 0; i < (area+3)/4; i++) {
int v = bmp[i/2];
if (i % 2 == 0)
@ -2009,28 +2009,28 @@ static char *validate_desc(game_params *params, char *desc)
return "No ',' after uniqueness specifier in game description";
/* now ignore the rest */
} else {
if (!*desc || !isdigit((unsigned char)*desc))
return "No initial x-coordinate in game description";
x = atoi(desc);
if (x < 0 || x >= params->w)
return "Initial x-coordinate was out of range";
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over x coordinate */
if (*desc != ',')
return "No ',' after initial x-coordinate in game description";
desc++; /* eat comma */
if (!*desc || !isdigit((unsigned char)*desc))
return "No initial y-coordinate in game description";
y = atoi(desc);
if (y < 0 || y >= params->h)
return "Initial y-coordinate was out of range";
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over y coordinate */
if (*desc != ',')
return "No ',' after initial y-coordinate in game description";
desc++; /* eat comma */
/* eat `m', meaning `masked', if present */
if (*desc == 'm')
if (*desc && isdigit((unsigned char)*desc)) {
x = atoi(desc);
if (x < 0 || x >= params->w)
return "Initial x-coordinate was out of range";
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over x coordinate */
if (*desc != ',')
return "No ',' after initial x-coordinate in game description";
desc++; /* eat comma */
if (!*desc || !isdigit((unsigned char)*desc))
return "No initial y-coordinate in game description";
y = atoi(desc);
if (y < 0 || y >= params->h)
return "Initial y-coordinate was out of range";
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over y coordinate */
if (*desc != ',')
return "No ',' after initial y-coordinate in game description";
desc++; /* eat comma */
}
/* eat `m' for `masked' or `u' for `unmasked', if present */
if (*desc == 'm' || *desc == 'u')
desc++;
/* now just check length of remainder */
if (strlen(desc) != (wh+3)/4)
@ -2051,12 +2051,23 @@ static int open_square(game_state *state, int x, int y)
* hasn't been generated yet. Generate it based on the
* initial click location.
*/
char *desc;
char *desc, *privdesc;
state->layout->mines = new_mine_layout(w, h, state->layout->n,
x, y, state->layout->unique,
state->layout->rs,
&desc);
midend_supersede_game_desc(state->layout->me, desc);
/*
* Find the trailing substring of the game description
* corresponding to just the mine layout; we will use this
* as our second `private' game ID for serialisation.
*/
privdesc = desc;
while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
if (*privdesc == ',') privdesc++;
while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
if (*privdesc == ',') privdesc++;
assert(*privdesc == 'm');
midend_supersede_game_desc(state->layout->me, desc, privdesc);
sfree(desc);
random_free(state->layout->rs);
state->layout->rs = NULL;
@ -2191,21 +2202,27 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
} else {
state->layout->rs = NULL;
state->layout->me = NULL;
state->layout->mines = snewn(wh, char);
x = atoi(desc);
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over x coordinate */
if (*desc) desc++; /* eat comma */
y = atoi(desc);
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over y coordinate */
if (*desc) desc++; /* eat comma */
if (*desc && isdigit((unsigned char)*desc)) {
x = atoi(desc);
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over x coordinate */
if (*desc) desc++; /* eat comma */
y = atoi(desc);
while (*desc && isdigit((unsigned char)*desc))
desc++; /* skip over y coordinate */
if (*desc) desc++; /* eat comma */
} else {
x = y = -1;
}
if (*desc == 'm') {
masked = TRUE;
desc++;
} else {
if (*desc == 'u')
desc++;
/*
* We permit game IDs to be entered by hand without the
* masking transformation.
@ -2241,7 +2258,8 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
state->layout->mines[i] = 1;
}
ret = open_square(state, x, y);
if (x >= 0 && y >= 0)
ret = open_square(state, x, y);
sfree(bmp);
}