Now _this_ is what Undo ought to be doing in a Minesweeper clone.

Rather than revealing the entire mine layout when you die, we now
only reveal the one mine that killed you. You can then Undo and
continue playing, without having spoiled the rest of the grid for
yourself. The number of times you've died is counted in the status
line (and is not reduced by Undo :-).

Amusingly, I think this in itself is quite a good way of dealing
with ambiguous sections in a Minesweeper grid: they no longer
_completely_ spoil your enjoyment of the game, because you can still
play the remainder of the grid even if you haven't got a completely
clean sweep. Just my luck that I should invent the idea when I've
already arranged for ambiguous sections to be absent :-)

[originally from svn r5886]
This commit is contained in:
Simon Tatham
2005-05-31 18:24:39 +00:00
parent 739609cec2
commit 4a9db8a002
2 changed files with 26 additions and 18 deletions

30
mines.c
View File

@ -2142,22 +2142,11 @@ static int open_square(game_state *state, int x, int y)
if (state->layout->mines[y*w+x]) {
/*
* The player has landed on a mine. Bad luck. Expose all
* the mines.
* The player has landed on a mine. Bad luck. Expose the
* mine that killed them, but not the rest (in case they
* want to Undo and carry on playing).
*/
state->dead = TRUE;
for (yy = 0; yy < h; yy++)
for (xx = 0; xx < w; xx++) {
if (state->layout->mines[yy*w+xx] &&
(state->grid[yy*w+xx] == -2 ||
state->grid[yy*w+xx] == -3)) {
state->grid[yy*w+xx] = 64;
}
if (!state->layout->mines[yy*w+xx] &&
state->grid[yy*w+xx] == -1) {
state->grid[yy*w+xx] = 66;
}
}
state->grid[y*w+x] = 65;
return -1;
}
@ -2439,6 +2428,7 @@ static char *game_text_format(game_state *state)
struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
int flash_is_death;
int deaths;
};
static game_ui *new_ui(game_state *state)
@ -2446,6 +2436,7 @@ static game_ui *new_ui(game_state *state)
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = -1;
ui->hradius = 0;
ui->deaths = 0;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
}
@ -2522,6 +2513,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
ret = dup_game(from);
ret->just_used_solve = FALSE;
open_square(ret, cx, cy);
if (ret->dead)
ui->deaths++;
return ret;
}
@ -2554,6 +2547,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
(ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
open_square(ret, cx+dx, cy+dy);
if (ret->dead)
ui->deaths++;
return ret;
}
}
@ -2931,15 +2926,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
{
char statusbar[512];
if (state->dead) {
sprintf(statusbar, "GAME OVER!");
sprintf(statusbar, "DEAD!");
} else if (state->won) {
if (state->used_solve)
sprintf(statusbar, "Auto-solved.");
else
sprintf(statusbar, "COMPLETED!");
} else {
sprintf(statusbar, "Mines marked: %d / %d", markers, mines);
sprintf(statusbar, "Marked: %d / %d", markers, mines);
}
if (ui->deaths)
sprintf(statusbar + strlen(statusbar),
" Deaths: %d", ui->deaths);
status_bar(fe, statusbar);
}
}