shithub: puzzles

Download patch

ref: 3d2c442bc42050af618706899314414248126476
parent: 145301d0dc5b75a89620ffe88bc8a890699eef59
author: Simon Tatham <anakin@pobox.com>
date: Sun Jul 10 06:17:13 EDT 2005

game_timing_state() now has access to the game_ui. This means that
whether the timer is currently going is no longer solely dependent
on the current game_state: it can be dependent on more persistent
information stored in the game_ui. In particular, Mines now freezes
the timer permanently once you complete a grid for the first time,
so that you can then backtrack through your solution process without
destroying the information about how long it took you the first time
through.

[originally from svn r6088]

--- a/cube.c
+++ b/cube.c
@@ -1687,7 +1687,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/fifteen.c
+++ b/fifteen.c
@@ -832,7 +832,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/flip.c
+++ b/flip.c
@@ -1239,7 +1239,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/guess.c
+++ b/guess.c
@@ -1262,7 +1262,7 @@
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/midend.c
+++ b/midend.c
@@ -237,7 +237,8 @@
 static void midend_set_timer(midend_data *me)
 {
     me->timing = (me->ourgame->is_timed &&
-		  me->ourgame->timing_state(me->states[me->statepos-1].state));
+		  me->ourgame->timing_state(me->states[me->statepos-1].state,
+					    me->ui));
     if (me->timing || me->flash_time || me->anim_time)
 	activate_timer(me->frontend);
     else
@@ -311,10 +312,10 @@
     me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
     midend_size_new_drawstate(me);
     me->elapsed = 0.0F;
-    midend_set_timer(me);
     if (me->ui)
         me->ourgame->free_ui(me->ui);
     me->ui = me->ourgame->new_ui(me->states[0].state);
+    midend_set_timer(me);
     me->pressed_mouse_button = 0;
 }
 
--- a/mines.c
+++ b/mines.c
@@ -2336,7 +2336,7 @@
     int hx, hy, hradius;	       /* for mouse-down highlights */
     int validradius;
     int flash_is_death;
-    int deaths;
+    int deaths, completed;
 };
 
 static game_ui *new_ui(game_state *state)
@@ -2345,6 +2345,7 @@
     ui->hx = ui->hy = -1;
     ui->hradius = ui->validradius = 0;
     ui->deaths = 0;
+    ui->completed = FALSE;
     ui->flash_is_death = FALSE;	       /* *shrug* */
     return ui;
 }
@@ -2358,20 +2359,28 @@
 {
     char buf[80];
     /*
-     * The deaths counter needs preserving across a serialisation.
+     * The deaths counter and completion status need preserving
+     * across a serialisation.
      */
     sprintf(buf, "D%d", ui->deaths);
+    if (ui->completed)
+	strcat(buf, "C");
     return dupstr(buf);
 }
 
 static void decode_ui(game_ui *ui, char *encoding)
 {
-    sscanf(encoding, "D%d", &ui->deaths);
+    int p;
+    sscanf(encoding, "D%d%n", &ui->deaths, &p);
+    if (encoding[p] == 'C')
+	ui->completed = TRUE;
 }
 
 static void game_changed_state(game_ui *ui, game_state *oldstate,
                                game_state *newstate)
 {
+    if (newstate->won)
+	ui->completed = TRUE;
 }
 
 struct game_drawstate {
@@ -3015,9 +3024,9 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
-    if (state->dead || state->won || !state->layout->mines)
+    if (state->dead || state->won || ui->completed || !state->layout->mines)
 	return FALSE;
     return TRUE;
 }
--- a/net.c
+++ b/net.c
@@ -2723,7 +2723,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/netslide.c
+++ b/netslide.c
@@ -1776,7 +1776,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return FALSE;
 }
--- a/nullgame.c
+++ b/nullgame.c
@@ -238,7 +238,7 @@
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/pattern.c
+++ b/pattern.c
@@ -1159,7 +1159,7 @@
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/pegs.c
+++ b/pegs.c
@@ -1174,7 +1174,7 @@
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/puzzles.h
+++ b/puzzles.h
@@ -305,7 +305,7 @@
 			  game_ui *ui);
     int (*wants_statusbar)(void);
     int is_timed;
-    int (*timing_state)(game_state *state);
+    int (*timing_state)(game_state *state, game_ui *ui);
     int mouse_priorities;
 };
 
--- a/rect.c
+++ b/rect.c
@@ -2758,7 +2758,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/samegame.c
+++ b/samegame.c
@@ -947,7 +947,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/sixteen.c
+++ b/sixteen.c
@@ -1008,7 +1008,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/solo.c
+++ b/solo.c
@@ -2599,7 +2599,7 @@
     return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
--- a/twiddle.c
+++ b/twiddle.c
@@ -1175,7 +1175,7 @@
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }