X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/4496362fadb5f60b8ecf431fb220d26df7280f99..HEAD:/mines.c diff --git a/mines.c b/mines.c index 1d72bb2..abd1ad8 100644 --- 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 { @@ -3084,9 +3107,14 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_is_solved(game_state *state) +static int game_status(game_state *state) { - return state->won; + /* + * 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) @@ -3139,7 +3167,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_is_solved, + game_status, FALSE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ TRUE, game_timing_state,