*/
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)
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)
* 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;
} 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.
state->layout->mines[i] = 1;
}
- ret = open_square(state, x, y);
+ if (x >= 0 && y >= 0)
+ ret = open_square(state, x, y);
sfree(bmp);
}
sfree(ui);
}
+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);
+}
+
+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)
{
TRUE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
interpret_move,
execute_move,