Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / mines.c
diff --git a/mines.c b/mines.c
index f6f6a85..abd1ad8 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -2170,7 +2170,7 @@ static int open_square(game_state *state, int x, int y)
 static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
-    int i, wh, x, y, ret, masked;
+    int i, wh, x, y, masked;
     unsigned char *bmp;
 
     state->w = params->w;
@@ -2265,7 +2265,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
        }
 
        if (x >= 0 && y >= 0)
-           ret = open_square(state, x, y);
+           open_square(state, x, y);
         sfree(bmp);
     }
 
@@ -2415,7 +2415,7 @@ struct game_drawstate {
     int cur_x, cur_y; /* -1, -1 for no cursor displayed. */
 };
 
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate *ds,
                            int x, int y, int button)
 {
     int cx, cy;
@@ -2596,35 +2596,58 @@ static game_state *execute_move(game_state *from, char *move)
     game_state *ret;
 
     if (!strcmp(move, "S")) {
-       /*
-        * Simply expose the entire grid as if it were a completed
-        * solution.
-        */
        int yy, xx;
 
        ret = dup_game(from);
-       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;
 
        return ret;
     } else {
@@ -3084,6 +3107,16 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
+static int game_status(game_state *state)
+{
+    /*
+     * We report the game as lost only if the player has used the
+     * Solve function to reveal all the mines. Otherwise, we assume
+     * they'll undo and continue play.
+     */
+    return state->won ? (state->used_solve ? -1 : +1) : 0;
+}
+
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     if (state->dead || state->won || ui->completed || !state->layout->mines)
@@ -3134,6 +3167,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     TRUE, game_timing_state,