- for (yy = 0; yy < ret->h; yy++)
- for (xx = 0; xx < ret->w; xx++) {
-
- if (ret->layout->mines[yy*ret->w+xx]) {
- ret->grid[yy*ret->w+xx] = -1;
- } else {
- int dx, dy, v;
-
- v = 0;
-
- for (dx = -1; dx <= +1; dx++)
- for (dy = -1; dy <= +1; dy++)
- if (xx+dx >= 0 && xx+dx < ret->w &&
- yy+dy >= 0 && yy+dy < ret->h &&
- ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
- v++;
-
- ret->grid[yy*ret->w+xx] = v;
- }
- }
- ret->used_solve = TRUE;
- ret->won = TRUE;
+ if (!ret->dead) {
+ /*
+ * If the player is still alive at the moment of pressing
+ * Solve, expose the entire grid as if it were a completed
+ * solution.
+ */
+ for (yy = 0; yy < ret->h; yy++)
+ for (xx = 0; xx < ret->w; xx++) {
+
+ if (ret->layout->mines[yy*ret->w+xx]) {
+ ret->grid[yy*ret->w+xx] = -1;
+ } else {
+ int dx, dy, v;
+
+ v = 0;
+
+ for (dx = -1; dx <= +1; dx++)
+ for (dy = -1; dy <= +1; dy++)
+ if (xx+dx >= 0 && xx+dx < ret->w &&
+ yy+dy >= 0 && yy+dy < ret->h &&
+ ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
+ v++;
+
+ ret->grid[yy*ret->w+xx] = v;
+ }
+ }
+ } else {
+ /*
+ * If the player pressed Solve _after dying_, show a full
+ * corrections grid in the style of standard Minesweeper.
+ * Players who don't like Mines's behaviour on death of
+ * only showing the mine that killed you (so that in case
+ * of a typo you can undo and carry on without the rest of
+ * the grid being spoiled) can use this to get the display
+ * that ordinary Minesweeper would have given them.
+ */
+ for (yy = 0; yy < ret->h; yy++)
+ for (xx = 0; xx < ret->w; xx++) {
+ int pos = yy*ret->w+xx;
+ if ((ret->grid[pos] == -2 || ret->grid[pos] == -3) &&
+ ret->layout->mines[pos]) {
+ ret->grid[pos] = 64;
+ } else if (ret->grid[pos] == -1 &&
+ !ret->layout->mines[pos]) {
+ ret->grid[pos] = 66;
+ }
+ }
+ }
+ ret->used_solve = TRUE;