chiark / gitweb /
Tents: mark squares as non-tents with {Shift,Control}-cursor keys.
[sgt-puzzles.git] / mines.c
diff --git a/mines.c b/mines.c
index 1d72bb2019031fcd5f7a7e2774d524eac58ff090..da4428c7eb400620cf3ea114e598935b4a82d4ab 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -136,7 +136,7 @@ static void free_params(game_params *params)
     sfree(params);
 }
 
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
 {
     game_params *ret = snew(game_params);
     *ret = *params;                   /* structure copy */
@@ -173,7 +173,7 @@ static void decode_params(game_params *params, char const *string)
     }
 }
 
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
 {
     char ret[400];
     int len;
@@ -193,7 +193,7 @@ static char *encode_params(game_params *params, int full)
     return dupstr(ret);
 }
 
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
 {
     config_item *ret;
     char buf[80];
@@ -231,7 +231,7 @@ static config_item *game_configure(game_params *params)
     return ret;
 }
 
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
 {
     game_params *ret = snew(game_params);
 
@@ -245,7 +245,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
 {
     /*
      * Lower limit on grid size: each dimension must be at least 3.
@@ -1955,7 +1955,7 @@ static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
     return grid;
 }
 
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
                           char **aux, int interactive)
 {
     /*
@@ -1994,7 +1994,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
     }
 }
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int wh = params->w * params->h;
     int x, y;
@@ -2167,10 +2167,11 @@ static int open_square(game_state *state, int x, int y)
     return 0;
 }
 
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+                            const 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;
@@ -2265,14 +2266,14 @@ 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);
     }
 
     return state;
 }
 
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -2302,8 +2303,8 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static char *solve_game(game_state *state, game_state *currstate,
-                       char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *aux, char **error)
 {
     if (!state->layout->mines) {
        *error = "Game has not been started yet";
@@ -2313,12 +2314,12 @@ static char *solve_game(game_state *state, game_state *currstate,
     return dupstr("S");
 }
 
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
 {
     return TRUE;
 }
 
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
 {
     char *ret;
     int x, y;
@@ -2354,7 +2355,7 @@ struct game_ui {
     int cur_x, cur_y, cur_visible;
 };
 
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
 {
     game_ui *ui = snew(game_ui);
     ui->hx = ui->hy = -1;
@@ -2371,7 +2372,7 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
 {
     char buf[80];
     /*
@@ -2384,7 +2385,7 @@ static char *encode_ui(game_ui *ui)
     return dupstr(buf);
 }
 
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
 {
     int p= 0;
     sscanf(encoding, "D%d%n", &ui->deaths, &p);
@@ -2392,8 +2393,8 @@ static void decode_ui(game_ui *ui, char *encoding)
        ui->completed = TRUE;
 }
 
-static void game_changed_state(game_ui *ui, game_state *oldstate,
-                               game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+                               const game_state *newstate)
 {
     if (newstate->won)
        ui->completed = TRUE;
@@ -2415,8 +2416,9 @@ 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,
-                           int x, int y, int button)
+static char *interpret_move(const game_state *from, game_ui *ui,
+                            const game_drawstate *ds,
+                            int x, int y, int button)
 {
     int cx, cy;
     char buf[256];
@@ -2590,41 +2592,64 @@ uncover:
     }
 }
 
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const 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 = 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 {
@@ -2668,8 +2693,8 @@ static game_state *execute_move(game_state *from, char *move)
  * Drawing routines.
  */
 
-static void game_compute_size(game_params *params, int tilesize,
-                             int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+                              int *x, int *y)
 {
     /* Ick: fake up `ds->tilesize' for macro expansion purposes */
     struct { int tilesize; } ads, *ds = &ads;
@@ -2680,7 +2705,7 @@ static void game_compute_size(game_params *params, int tilesize,
 }
 
 static void game_set_size(drawing *dr, game_drawstate *ds,
-                         game_params *params, int tilesize)
+                          const game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
@@ -2772,7 +2797,7 @@ static float *game_colours(frontend *fe, int *ncolours)
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
 
@@ -2930,9 +2955,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
     draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
 }
 
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
-                       game_state *state, int dir, game_ui *ui,
-                       float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+                        const game_state *oldstate, const game_state *state,
+                        int dir, const game_ui *ui,
+                        float animtime, float flashtime)
 {
     int x, y;
     int mines, markers, bg;
@@ -3059,14 +3085,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     }
 }
 
-static float game_anim_length(game_state *oldstate, game_state *newstate,
-                             int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+                              const game_state *newstate, int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
-static float game_flash_length(game_state *oldstate, game_state *newstate,
-                              int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+                               const game_state *newstate, int dir, game_ui *ui)
 {
     if (oldstate->used_solve || newstate->used_solve)
         return 0.0F;
@@ -3084,23 +3110,28 @@ 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(const 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)
+static int game_timing_state(const game_state *state, game_ui *ui)
 {
     if (state->dead || state->won || ui->completed || !state->layout->mines)
        return FALSE;
     return TRUE;
 }
 
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
 {
 }
 
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
 {
 }
 
@@ -3139,7 +3170,7 @@ 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,