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;
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;
}
sfree(me->desc);
+ sfree(me->privdesc);
if (me->aux_info)
me->ourgame->free_aux_info(me->aux_info);
me->aux_info = NULL;
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);
}
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.
ret = 0;
goto done;
} else {
- game_state *s =
- me->ourgame->make_move(me->states[me->statepos-1].state,
- me->ui, me->drawstate, x, y, button);
+ game_state *s;
+ char *movestr;
+
+ movestr =
+ me->ourgame->interpret_move(me->states[me->statepos-1].state,
+ me->ui, me->drawstate, x, y, button);
+ if (!movestr)
+ s = NULL;
+ else if (!*movestr)
+ s = me->states[me->statepos-1].state;
+ else {
+ s = me->ourgame->execute_move(me->states[me->statepos-1].state,
+ movestr);
+ assert(s != NULL);
+ sfree(movestr);
+ }
if (s == me->states[me->statepos-1].state) {
/*
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);
me->desc = dupstr(desc);
+ me->privdesc = privdesc ? dupstr(privdesc) : NULL;
}
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
}
sfree(me->desc);
- me->desc = NULL;
+ sfree(me->privdesc);
+ me->desc = me->privdesc = NULL;
sfree(me->seedstr);
me->seedstr = NULL;
char *midend_solve(midend_data *me)
{
game_state *s;
- char *msg;
+ char *msg, *movestr;
if (!me->ourgame->can_solve)
return "This game does not support the Solve operation";
return "No game set up to solve"; /* _shouldn't_ happen! */
msg = "Solve operation failed"; /* game _should_ overwrite on error */
- s = me->ourgame->solve(me->states[0].state,
- me->states[me->statepos-1].state,
- me->aux_info, &msg);
- if (!s)
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[me->statepos-1].state,
+ me->aux_info, &msg);
+ if (!movestr)
return msg;
+ s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
+ assert(s);
+ sfree(movestr);
/*
* Now enter the solved state as the next move.