When serialising this game, it's probably better to keep the
[sgt/puzzles] / mines.c
diff --git a/mines.c b/mines.c
index 6895b2e..612ade5 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -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)
@@ -1946,7 +1946,7 @@ static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
 }
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux, int interactive)
+                          char **aux, int interactive)
 {
     /*
      * We generate the coordinates of an initial click even if they
@@ -1984,11 +1984,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
     }
 }
 
-static void game_free_aux_info(game_aux_info *aux)
-{
-    assert(!"Shouldn't happen");
-}
-
 static char *validate_desc(game_params *params, char *desc)
 {
     int wh = params->w * params->h;
@@ -2009,28 +2004,28 @@ 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 +2046,23 @@ 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 +2197,27 @@ 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 +2253,8 @@ 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);
     }
 
@@ -2279,46 +2292,15 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_state *currstate,
-                             game_aux_info *aux, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
 {
-    /*
-     * Simply expose the entire grid as if it were a completed
-     * solution.
-     */
-    game_state *ret;
-    int yy, xx;
-
     if (!state->layout->mines) {
-        *error = "Game has not been started yet";
-        return NULL;
+       *error = "Game has not been started yet";
+       return NULL;
     }
 
-    ret = dup_game(state);
-    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 = ret->just_used_solve = TRUE;
-    ret->won = TRUE;
-
-    return ret;
+    return dupstr("S");
 }
 
 static char *game_text_format(game_state *state)
@@ -2370,6 +2352,21 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
+static char *encode_ui(game_ui *ui)
+{
+    char buf[80];
+    /*
+     * The deaths counter needs preserving across a serialisation.
+     */
+    sprintf(buf, "D%d", ui->deaths);
+    return dupstr(buf);
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+    sscanf(encoding, "D%d", &ui->deaths);
+}
+
 static void game_changed_state(game_ui *ui, game_state *oldstate,
                                game_state *newstate)
 {
@@ -2390,11 +2387,11 @@ struct game_drawstate {
      */
 };
 
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
-                             int x, int y, int button)
+static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
+                           int x, int y, int button)
 {
-    game_state *ret;
     int cx, cy;
+    char buf[256];
 
     if (from->dead || from->won)
        return NULL;                   /* no further moves permitted */
@@ -2418,7 +2415,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
        ui->hx = cx;
        ui->hy = cy;
        ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
-       return from;
+       return "";
     }
 
     if (button == RIGHT_BUTTON) {
@@ -2436,11 +2433,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
            from->grid[cy * from->w + cx] != -1)
            return NULL;
 
-       ret = dup_game(from);
-        ret->just_used_solve = FALSE;
-       ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
-
-       return ret;
+       sprintf(buf, "F%d,%d", cx, cy);
+       return dupstr(buf);
     }
 
     if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
@@ -2449,10 +2443,10 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
        /*
         * At this stage we must never return NULL: we have adjusted
-        * the ui, so at worst we return `from'.
+        * the ui, so at worst we return "".
         */
        if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
-           return from;
+           return "";
 
        /*
         * Left-clicking on a covered square opens a tile. Not
@@ -2462,12 +2456,12 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
        if (button == LEFT_RELEASE &&
            (from->grid[cy * from->w + cx] == -2 ||
             from->grid[cy * from->w + cx] == -3)) {
-           ret = dup_game(from);
-            ret->just_used_solve = FALSE;
-           open_square(ret, cx, cy);
-            if (ret->dead)
-                ui->deaths++;
-           return ret;
+           /* Check if you've killed yourself. */
+           if (from->layout->mines && from->layout->mines[cy * from->w + cx])
+               ui->deaths++;
+
+           sprintf(buf, "O%d,%d", cx, cy);
+           return dupstr(buf);
        }
 
        /*
@@ -2490,8 +2484,101 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
                    }
 
            if (n == from->grid[cy * from->w + cx]) {
-               ret = dup_game(from);
-                ret->just_used_solve = FALSE;
+
+               /*
+                * Now see if any of the squares we're clearing
+                * contains a mine (which will happen iff you've
+                * incorrectly marked the mines around the clicked
+                * square). If so, we open _just_ those squares, to
+                * reveal as little additional information as we
+                * can.
+                */
+               char *p = buf;
+               char *sep = "";
+
+               for (dy = -1; dy <= +1; dy++)
+                   for (dx = -1; dx <= +1; dx++)
+                       if (cx+dx >= 0 && cx+dx < from->w &&
+                           cy+dy >= 0 && cy+dy < from->h) {
+                           if (from->grid[(cy+dy)*from->w+(cx+dx)] != -1 &&
+                               from->layout->mines &&
+                               from->layout->mines[(cy+dy)*from->w+(cx+dx)]) {
+                               p += sprintf(p, "%sO%d,%d", sep, cx+dx, cy+dy);
+                               sep = ";";
+                           }
+                       }
+
+               if (p > buf) {
+                   ui->deaths++;
+               } else {
+                   sprintf(buf, "C%d,%d", cx, cy);
+               }
+
+               return dupstr(buf);
+           }
+       }
+
+       return "";
+    }
+
+    return NULL;
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+    int cy, cx;
+    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 = ret->just_used_solve = TRUE;
+       ret->won = TRUE;
+
+       return ret;
+    } else {
+       ret = dup_game(from);
+       ret->just_used_solve = FALSE;
+
+       while (*move) {
+           if (move[0] == 'F' &&
+               sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
+               cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
+               ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
+           } else if (move[0] == 'O' &&
+                      sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
+                      cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
+               open_square(ret, cx, cy);
+           } else if (move[0] == 'C' &&
+                      sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
+                      cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
+               int dx, dy;
+
                for (dy = -1; dy <= +1; dy++)
                    for (dx = -1; dx <= +1; dx++)
                        if (cx+dx >= 0 && cx+dx < ret->w &&
@@ -2499,16 +2586,17 @@ 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;
+           } else {
+               free_game(ret);
+               return NULL;
            }
+
+           while (*move && *move != ';') move++;
+           if (*move) move++;
        }
 
-       return from;
+       return ret;
     }
-
-    return NULL;
 }
 
 /* ----------------------------------------------------------------------
@@ -2952,7 +3040,6 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
@@ -2961,8 +3048,11 @@ const struct game thegame = {
     TRUE, game_text_format,
     new_ui,
     free_ui,
+    encode_ui,
+    decode_ui,
     game_changed_state,
-    make_move,
+    interpret_move,
+    execute_move,
     game_size,
     game_colours,
     game_new_drawstate,