2 * mines.c: Minesweeper clone with sophisticated grid generation.
6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
21 COL_BACKGROUND
, COL_BACKGROUND2
,
22 COL_1
, COL_2
, COL_3
, COL_4
, COL_5
, COL_6
, COL_7
, COL_8
,
23 COL_MINE
, COL_BANG
, COL_CROSS
, COL_FLAG
, COL_FLAGBASE
, COL_QUERY
,
24 COL_HIGHLIGHT
, COL_LOWLIGHT
,
29 #define PREFERRED_TILE_SIZE 20
30 #define TILE_SIZE (ds->tilesize)
34 #define BORDER (TILE_SIZE * 3 / 2)
36 #define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
37 #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
38 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
39 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
41 #define FLASH_FRAME 0.13F
50 * This structure is shared between all the game_states for a
51 * given instance of the puzzle, so we reference-count it.
56 * If we haven't yet actually generated the mine layout, here's
57 * all the data we will need to do so.
61 midend
*me
; /* to give back the new game desc */
65 int w
, h
, n
, dead
, won
;
67 struct mine_layout
*layout
; /* real mine positions */
68 signed char *grid
; /* player knowledge */
70 * Each item in the `grid' array is one of the following values:
72 * - 0 to 8 mean the square is open and has a surrounding mine
75 * - -1 means the square is marked as a mine.
77 * - -2 means the square is unknown.
79 * - -3 means the square is marked with a question mark
80 * (FIXME: do we even want to bother with this?).
82 * - 64 means the square has had a mine revealed when the game
85 * - 65 means the square had a mine revealed and this was the
86 * one the player hits.
88 * - 66 means the square has a crossed-out mine because the
89 * player had incorrectly marked it.
93 static game_params
*default_params(void)
95 game_params
*ret
= snew(game_params
);
104 static const struct game_params mines_presets
[] = {
115 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
120 if (i
< 0 || i
>= lenof(mines_presets
))
123 ret
= snew(game_params
);
124 *ret
= mines_presets
[i
];
126 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
133 static void free_params(game_params
*params
)
138 static game_params
*dup_params(game_params
*params
)
140 game_params
*ret
= snew(game_params
);
141 *ret
= *params
; /* structure copy */
145 static void decode_params(game_params
*params
, char const *string
)
147 char const *p
= string
;
150 while (*p
&& isdigit((unsigned char)*p
)) p
++;
154 while (*p
&& isdigit((unsigned char)*p
)) p
++;
156 params
->h
= params
->w
;
161 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
163 params
->n
= params
->w
* params
->h
/ 10;
169 params
->unique
= FALSE
;
171 p
++; /* skip any other gunk */
175 static char *encode_params(game_params
*params
, int full
)
180 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
182 * Mine count is a generation-time parameter, since it can be
183 * deduced from the mine bitmap!
186 len
+= sprintf(ret
+len
, "n%d", params
->n
);
187 if (full
&& !params
->unique
)
189 assert(len
< lenof(ret
));
195 static config_item
*game_configure(game_params
*params
)
200 ret
= snewn(5, config_item
);
202 ret
[0].name
= "Width";
203 ret
[0].type
= C_STRING
;
204 sprintf(buf
, "%d", params
->w
);
205 ret
[0].sval
= dupstr(buf
);
208 ret
[1].name
= "Height";
209 ret
[1].type
= C_STRING
;
210 sprintf(buf
, "%d", params
->h
);
211 ret
[1].sval
= dupstr(buf
);
214 ret
[2].name
= "Mines";
215 ret
[2].type
= C_STRING
;
216 sprintf(buf
, "%d", params
->n
);
217 ret
[2].sval
= dupstr(buf
);
220 ret
[3].name
= "Ensure solubility";
221 ret
[3].type
= C_BOOLEAN
;
223 ret
[3].ival
= params
->unique
;
233 static game_params
*custom_params(config_item
*cfg
)
235 game_params
*ret
= snew(game_params
);
237 ret
->w
= atoi(cfg
[0].sval
);
238 ret
->h
= atoi(cfg
[1].sval
);
239 ret
->n
= atoi(cfg
[2].sval
);
240 if (strchr(cfg
[2].sval
, '%'))
241 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
242 ret
->unique
= cfg
[3].ival
;
247 static char *validate_params(game_params
*params
, int full
)
250 * Lower limit on grid size: each dimension must be at least 3.
251 * 1 is theoretically workable if rather boring, but 2 is a
252 * real problem: there is often _no_ way to generate a uniquely
253 * solvable 2xn Mines grid. You either run into two mines
254 * blocking the way and no idea what's behind them, or one mine
255 * and no way to know which of the two rows it's in. If the
256 * mine count is even you can create a soluble grid by packing
257 * all the mines at one end (so what when you hit a two-mine
258 * wall there are only as many covered squares left as there
259 * are mines); but if it's odd, you are doomed, because you
260 * _have_ to have a gap somewhere which you can't determine the
263 if (full
&& params
->unique
&& (params
->w
<= 2 || params
->h
<= 2))
264 return "Width and height must both be greater than two";
265 if (params
->n
> params
->w
* params
->h
- 9)
266 return "Too many mines for grid size";
269 * FIXME: Need more constraints here. Not sure what the
270 * sensible limits for Minesweeper actually are. The limits
271 * probably ought to change, however, depending on uniqueness.
277 /* ----------------------------------------------------------------------
278 * Minesweeper solver, used to ensure the generated grids are
279 * solvable without having to take risks.
283 * Count the bits in a word. Only needs to cope with 16 bits.
285 static int bitcount16(int inword
)
287 unsigned int word
= inword
;
289 word
= ((word
& 0xAAAA) >> 1) + (word
& 0x5555);
290 word
= ((word
& 0xCCCC) >> 2) + (word
& 0x3333);
291 word
= ((word
& 0xF0F0) >> 4) + (word
& 0x0F0F);
292 word
= ((word
& 0xFF00) >> 8) + (word
& 0x00FF);
298 * We use a tree234 to store a large number of small localised
299 * sets, each with a mine count. We also keep some of those sets
300 * linked together into a to-do list.
303 short x
, y
, mask
, mines
;
305 struct set
*prev
, *next
;
308 static int setcmp(void *av
, void *bv
)
310 struct set
*a
= (struct set
*)av
;
311 struct set
*b
= (struct set
*)bv
;
315 else if (a
->y
> b
->y
)
317 else if (a
->x
< b
->x
)
319 else if (a
->x
> b
->x
)
321 else if (a
->mask
< b
->mask
)
323 else if (a
->mask
> b
->mask
)
331 struct set
*todo_head
, *todo_tail
;
334 static struct setstore
*ss_new(void)
336 struct setstore
*ss
= snew(struct setstore
);
337 ss
->sets
= newtree234(setcmp
);
338 ss
->todo_head
= ss
->todo_tail
= NULL
;
343 * Take two input sets, in the form (x,y,mask). Munge the first by
344 * taking either its intersection with the second or its difference
345 * with the second. Return the new mask part of the first set.
347 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
351 * Adjust the second set so that it has the same x,y
352 * coordinates as the first.
354 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
358 mask2
&= ~(4|32|256);
368 mask2
&= ~(64|128|256);
380 * Invert the second set if `diff' is set (we're after A &~ B
381 * rather than A & B).
387 * Now all that's left is a logical AND.
389 return mask1
& mask2
;
392 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
395 return; /* already on it */
397 #ifdef SOLVER_DIAGNOSTICS
398 printf("adding set on todo list: %d,%d %03x %d\n",
399 s
->x
, s
->y
, s
->mask
, s
->mines
);
402 s
->prev
= ss
->todo_tail
;
412 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
419 * Normalise so that x and y are genuinely the bounding
422 while (!(mask
& (1|8|64)))
424 while (!(mask
& (1|2|4)))
428 * Create a set structure and add it to the tree.
430 s
= snew(struct set
);
436 if (add234(ss
->sets
, s
) != s
) {
438 * This set already existed! Free it and return.
445 * We've added a new set to the tree, so put it on the todo
451 static void ss_remove(struct setstore
*ss
, struct set
*s
)
453 struct set
*next
= s
->next
, *prev
= s
->prev
;
455 #ifdef SOLVER_DIAGNOSTICS
456 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
459 * Remove s from the todo list.
463 else if (s
== ss
->todo_head
)
464 ss
->todo_head
= next
;
468 else if (s
== ss
->todo_tail
)
469 ss
->todo_tail
= prev
;
474 * Remove s from the tree.
479 * Destroy the actual set structure.
485 * Return a dynamically allocated list of all the sets which
486 * overlap a provided input set.
488 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
490 struct set
**ret
= NULL
;
491 int nret
= 0, retsize
= 0;
494 for (xx
= x
-3; xx
< x
+3; xx
++)
495 for (yy
= y
-3; yy
< y
+3; yy
++) {
500 * Find the first set with these top left coordinates.
506 if (findrelpos234(ss
->sets
, &stmp
, NULL
, REL234_GE
, &pos
)) {
507 while ((s
= index234(ss
->sets
, pos
)) != NULL
&&
508 s
->x
== xx
&& s
->y
== yy
) {
510 * This set potentially overlaps the input one.
511 * Compute the intersection to see if they
512 * really overlap, and add it to the list if
515 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
517 * There's an overlap.
519 if (nret
>= retsize
) {
521 ret
= sresize(ret
, retsize
, struct set
*);
531 ret
= sresize(ret
, nret
+1, struct set
*);
538 * Get an element from the head of the set todo list.
540 static struct set
*ss_todo(struct setstore
*ss
)
543 struct set
*ret
= ss
->todo_head
;
544 ss
->todo_head
= ret
->next
;
546 ss
->todo_head
->prev
= NULL
;
548 ss
->todo_tail
= NULL
;
549 ret
->next
= ret
->prev
= NULL
;
562 static void std_add(struct squaretodo
*std
, int i
)
565 std
->next
[std
->tail
] = i
;
572 typedef int (*open_cb
)(void *, int, int);
574 static void known_squares(int w
, int h
, struct squaretodo
*std
,
576 open_cb open
, void *openctx
,
577 int x
, int y
, int mask
, int mine
)
583 for (yy
= 0; yy
< 3; yy
++)
584 for (xx
= 0; xx
< 3; xx
++) {
586 int i
= (y
+ yy
) * w
+ (x
+ xx
);
589 * It's possible that this square is _already_
590 * known, in which case we don't try to add it to
596 grid
[i
] = -1; /* and don't open it! */
598 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
599 assert(grid
[i
] != -1); /* *bang* */
610 * This is data returned from the `perturb' function. It details
611 * which squares have become mines and which have become clear. The
612 * solver is (of course) expected to honourably not use that
613 * knowledge directly, but to efficently adjust its internal data
614 * structures and proceed based on only the information it
617 struct perturbation
{
619 int delta
; /* +1 == become a mine; -1 == cleared */
621 struct perturbations
{
623 struct perturbation
*changes
;
627 * Main solver entry point. You give it a grid of existing
628 * knowledge (-1 for a square known to be a mine, 0-8 for empty
629 * squares with a given number of neighbours, -2 for completely
630 * unknown), plus a function which you can call to open new squares
631 * once you're confident of them. It fills in as much more of the
636 * - -1 means deduction stalled and nothing could be done
637 * - 0 means deduction succeeded fully
638 * - >0 means deduction succeeded but some number of perturbation
639 * steps were required; the exact return value is the number of
643 typedef struct perturbations
*(*perturb_cb
) (void *, signed char *, int, int, int);
645 static int minesolve(int w
, int h
, int n
, signed char *grid
,
648 void *ctx
, random_state
*rs
)
650 struct setstore
*ss
= ss_new();
652 struct squaretodo astd
, *std
= &astd
;
657 * Set up a linked list of squares with known contents, so that
658 * we can process them one by one.
660 std
->next
= snewn(w
*h
, int);
661 std
->head
= std
->tail
= -1;
664 * Initialise that list with all known squares in the input
667 for (y
= 0; y
< h
; y
++) {
668 for (x
= 0; x
< w
; x
++) {
676 * Main deductive loop.
679 int done_something
= FALSE
;
683 * If there are any known squares on the todo list, process
684 * them and construct a set for each.
686 while (std
->head
!= -1) {
688 #ifdef SOLVER_DIAGNOSTICS
689 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
691 std
->head
= std
->next
[i
];
699 int dx
, dy
, mines
, bit
, val
;
700 #ifdef SOLVER_DIAGNOSTICS
701 printf("creating set around this square\n");
704 * Empty square. Construct the set of non-known squares
705 * around this one, and determine its mine count.
710 for (dy
= -1; dy
<= +1; dy
++) {
711 for (dx
= -1; dx
<= +1; dx
++) {
712 #ifdef SOLVER_DIAGNOSTICS
713 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
715 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
716 /* ignore this one */;
717 else if (grid
[i
+dy
*w
+dx
] == -1)
719 else if (grid
[i
+dy
*w
+dx
] == -2)
725 ss_add(ss
, x
-1, y
-1, val
, mines
);
729 * Now, whether the square is empty or full, we must
730 * find any set which contains it and replace it with
731 * one which does not.
734 #ifdef SOLVER_DIAGNOSTICS
735 printf("finding sets containing known square %d,%d\n", x
, y
);
737 list
= ss_overlap(ss
, x
, y
, 1);
739 for (j
= 0; list
[j
]; j
++) {
740 int newmask
, newmines
;
745 * Compute the mask for this set minus the
746 * newly known square.
748 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
751 * Compute the new mine count.
753 newmines
= s
->mines
- (grid
[i
] == -1);
756 * Insert the new set into the collection,
757 * unless it's been whittled right down to
761 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
764 * Destroy the old one; it is actually obsolete.
773 * Marking a fresh square as known certainly counts as
776 done_something
= TRUE
;
780 * Now pick a set off the to-do list and attempt deductions
783 if ((s
= ss_todo(ss
)) != NULL
) {
785 #ifdef SOLVER_DIAGNOSTICS
786 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
789 * Firstly, see if this set has a mine count of zero or
790 * of its own cardinality.
792 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
794 * If so, we can immediately mark all the squares
795 * in the set as known.
797 #ifdef SOLVER_DIAGNOSTICS
800 known_squares(w
, h
, std
, grid
, open
, ctx
,
801 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
804 * Having done that, we need do nothing further
805 * with this set; marking all the squares in it as
806 * known will eventually eliminate it, and will
807 * also permit further deductions about anything
814 * Failing that, we now search through all the sets
815 * which overlap this one.
817 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
819 for (j
= 0; list
[j
]; j
++) {
820 struct set
*s2
= list
[j
];
821 int swing
, s2wing
, swc
, s2wc
;
824 * Find the non-overlapping parts s2-s and s-s2,
825 * and their cardinalities.
827 * I'm going to refer to these parts as `wings'
828 * surrounding the central part common to both
829 * sets. The `s wing' is s-s2; the `s2 wing' is
832 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
834 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
836 swc
= bitcount16(swing
);
837 s2wc
= bitcount16(s2wing
);
840 * If one set has more mines than the other, and
841 * the number of extra mines is equal to the
842 * cardinality of that set's wing, then we can mark
843 * every square in the wing as a known mine, and
844 * every square in the other wing as known clear.
846 if (swc
== s
->mines
- s2
->mines
||
847 s2wc
== s2
->mines
- s
->mines
) {
848 known_squares(w
, h
, std
, grid
, open
, ctx
,
850 (swc
== s
->mines
- s2
->mines
));
851 known_squares(w
, h
, std
, grid
, open
, ctx
,
852 s2
->x
, s2
->y
, s2wing
,
853 (s2wc
== s2
->mines
- s
->mines
));
858 * Failing that, see if one set is a subset of the
859 * other. If so, we can divide up the mine count of
860 * the larger set between the smaller set and its
861 * complement, even if neither smaller set ends up
862 * being immediately clearable.
864 if (swc
== 0 && s2wc
!= 0) {
865 /* s is a subset of s2. */
866 assert(s2
->mines
> s
->mines
);
867 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
868 } else if (s2wc
== 0 && swc
!= 0) {
869 /* s2 is a subset of s. */
870 assert(s
->mines
> s2
->mines
);
871 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
878 * In this situation we have definitely done
879 * _something_, even if it's only reducing the size of
882 done_something
= TRUE
;
885 * We have nothing left on our todo list, which means
886 * all localised deductions have failed. Our next step
887 * is to resort to global deduction based on the total
888 * mine count. This is computationally expensive
889 * compared to any of the above deductions, which is
890 * why we only ever do it when all else fails, so that
891 * hopefully it won't have to happen too often.
893 * If you pass n<0 into this solver, that informs it
894 * that you do not know the total mine count, so it
895 * won't even attempt these deductions.
898 int minesleft
, squaresleft
;
899 int nsets
, setused
[10], cursor
;
902 * Start by scanning the current grid state to work out
903 * how many unknown squares we still have, and how many
904 * mines are to be placed in them.
908 for (i
= 0; i
< w
*h
; i
++) {
911 else if (grid
[i
] == -2)
915 #ifdef SOLVER_DIAGNOSTICS
916 printf("global deduction time: squaresleft=%d minesleft=%d\n",
917 squaresleft
, minesleft
);
918 for (y
= 0; y
< h
; y
++) {
919 for (x
= 0; x
< w
; x
++) {
935 * If there _are_ no unknown squares, we have actually
938 if (squaresleft
== 0) {
939 assert(minesleft
== 0);
944 * First really simple case: if there are no more mines
945 * left, or if there are exactly as many mines left as
946 * squares to play them in, then it's all easy.
948 if (minesleft
== 0 || minesleft
== squaresleft
) {
949 for (i
= 0; i
< w
*h
; i
++)
951 known_squares(w
, h
, std
, grid
, open
, ctx
,
952 i
% w
, i
/ w
, 1, minesleft
!= 0);
953 continue; /* now go back to main deductive loop */
957 * Failing that, we have to do some _real_ work.
958 * Ideally what we do here is to try every single
959 * combination of the currently available sets, in an
960 * attempt to find a disjoint union (i.e. a set of
961 * squares with a known mine count between them) such
962 * that the remaining unknown squares _not_ contained
963 * in that union either contain no mines or are all
966 * Actually enumerating all 2^n possibilities will get
967 * a bit slow for large n, so I artificially cap this
968 * recursion at n=10 to avoid too much pain.
970 nsets
= count234(ss
->sets
);
971 if (nsets
<= lenof(setused
)) {
973 * Doing this with actual recursive function calls
974 * would get fiddly because a load of local
975 * variables from this function would have to be
976 * passed down through the recursion. So instead
977 * I'm going to use a virtual recursion within this
978 * function. The way this works is:
980 * - we have an array `setused', such that
981 * setused[n] is 0 or 1 depending on whether set
982 * n is currently in the union we are
985 * - we have a value `cursor' which indicates how
986 * much of `setused' we have so far filled in.
987 * It's conceptually the recursion depth.
989 * We begin by setting `cursor' to zero. Then:
991 * - if cursor can advance, we advance it by one.
992 * We set the value in `setused' that it went
993 * past to 1 if that set is disjoint from
994 * anything else currently in `setused', or to 0
997 * - If cursor cannot advance because it has
998 * reached the end of the setused list, then we
999 * have a maximal disjoint union. Check to see
1000 * whether its mine count has any useful
1001 * properties. If so, mark all the squares not
1002 * in the union as known and terminate.
1004 * - If cursor has reached the end of setused and
1005 * the algorithm _hasn't_ terminated, back
1006 * cursor up to the nearest 1, turn it into a 0
1007 * and advance cursor just past it.
1009 * - If we attempt to back up to the nearest 1 and
1010 * there isn't one at all, then we have gone
1011 * through all disjoint unions of sets in the
1012 * list and none of them has been helpful, so we
1015 struct set
*sets
[lenof(setused
)];
1016 for (i
= 0; i
< nsets
; i
++)
1017 sets
[i
] = index234(ss
->sets
, i
);
1022 if (cursor
< nsets
) {
1025 /* See if any existing set overlaps this one. */
1026 for (i
= 0; i
< cursor
; i
++)
1028 setmunge(sets
[cursor
]->x
,
1031 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1039 * We're adding this set to our union,
1040 * so adjust minesleft and squaresleft
1043 minesleft
-= sets
[cursor
]->mines
;
1044 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1047 setused
[cursor
++] = ok
;
1049 #ifdef SOLVER_DIAGNOSTICS
1050 printf("trying a set combination with %d %d\n",
1051 squaresleft
, minesleft
);
1052 #endif /* SOLVER_DIAGNOSTICS */
1055 * We've reached the end. See if we've got
1056 * anything interesting.
1058 if (squaresleft
> 0 &&
1059 (minesleft
== 0 || minesleft
== squaresleft
)) {
1061 * We have! There is at least one
1062 * square not contained within the set
1063 * union we've just found, and we can
1064 * deduce that either all such squares
1065 * are mines or all are not (depending
1066 * on whether minesleft==0). So now all
1067 * we have to do is actually go through
1068 * the grid, find those squares, and
1071 for (i
= 0; i
< w
*h
; i
++)
1072 if (grid
[i
] == -2) {
1076 for (j
= 0; j
< nsets
; j
++)
1078 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1079 sets
[j
]->mask
, x
, y
, 1,
1085 known_squares(w
, h
, std
, grid
,
1087 x
, y
, 1, minesleft
!= 0);
1090 done_something
= TRUE
;
1091 break; /* return to main deductive loop */
1095 * If we reach here, then this union hasn't
1096 * done us any good, so move on to the
1097 * next. Backtrack cursor to the nearest 1,
1098 * change it to a 0 and continue.
1100 while (--cursor
>= 0 && !setused
[cursor
]);
1102 assert(setused
[cursor
]);
1105 * We're removing this set from our
1106 * union, so re-increment minesleft and
1109 minesleft
+= sets
[cursor
]->mines
;
1110 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1112 setused
[cursor
++] = 0;
1115 * We've backtracked all the way to the
1116 * start without finding a single 1,
1117 * which means that our virtual
1118 * recursion is complete and nothing
1133 #ifdef SOLVER_DIAGNOSTICS
1135 * Dump the current known state of the grid.
1137 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1138 for (y
= 0; y
< h
; y
++) {
1139 for (x
= 0; x
< w
; x
++) {
1140 int v
= grid
[y
*w
+x
];
1156 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1157 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1162 * Now we really are at our wits' end as far as solving
1163 * this grid goes. Our only remaining option is to call
1164 * a perturb function and ask it to modify the grid to
1168 struct perturbations
*ret
;
1174 * Choose a set at random from the current selection,
1175 * and ask the perturb function to either fill or empty
1178 * If we have no sets at all, we must give up.
1180 if (count234(ss
->sets
) == 0) {
1181 #ifdef SOLVER_DIAGNOSTICS
1182 printf("perturbing on entire unknown set\n");
1184 ret
= perturb(ctx
, grid
, 0, 0, 0);
1186 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1187 #ifdef SOLVER_DIAGNOSTICS
1188 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1190 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1194 assert(ret
->n
> 0); /* otherwise should have been NULL */
1197 * A number of squares have been fiddled with, and
1198 * the returned structure tells us which. Adjust
1199 * the mine count in any set which overlaps one of
1200 * those squares, and put them back on the to-do
1201 * list. Also, if the square itself is marked as a
1202 * known non-mine, put it back on the squares-to-do
1205 for (i
= 0; i
< ret
->n
; i
++) {
1206 #ifdef SOLVER_DIAGNOSTICS
1207 printf("perturbation %s mine at %d,%d\n",
1208 ret
->changes
[i
].delta
> 0 ? "added" : "removed",
1209 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1212 if (ret
->changes
[i
].delta
< 0 &&
1213 grid
[ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
] != -2) {
1214 std_add(std
, ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
);
1217 list
= ss_overlap(ss
,
1218 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1220 for (j
= 0; list
[j
]; j
++) {
1221 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1222 ss_add_todo(ss
, list
[j
]);
1229 * Now free the returned data.
1231 sfree(ret
->changes
);
1234 #ifdef SOLVER_DIAGNOSTICS
1236 * Dump the current known state of the grid.
1238 printf("state after perturbation:\n");
1239 for (y
= 0; y
< h
; y
++) {
1240 for (x
= 0; x
< w
; x
++) {
1241 int v
= grid
[y
*w
+x
];
1257 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1258 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1263 * And now we can go back round the deductive loop.
1270 * If we get here, even that didn't work (either we didn't
1271 * have a perturb function or it returned failure), so we
1278 * See if we've got any unknown squares left.
1280 for (y
= 0; y
< h
; y
++)
1281 for (x
= 0; x
< w
; x
++)
1282 if (grid
[y
*w
+x
] == -2) {
1283 nperturbs
= -1; /* failed to complete */
1288 * Free the set list and square-todo list.
1292 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1294 freetree234(ss
->sets
);
1302 /* ----------------------------------------------------------------------
1303 * Grid generator which uses the above solver.
1310 int allow_big_perturbs
;
1314 static int mineopen(void *vctx
, int x
, int y
)
1316 struct minectx
*ctx
= (struct minectx
*)vctx
;
1319 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1320 if (ctx
->grid
[y
* ctx
->w
+ x
])
1321 return -1; /* *bang* */
1324 for (i
= -1; i
<= +1; i
++) {
1325 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1327 for (j
= -1; j
<= +1; j
++) {
1328 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1330 if (i
== 0 && j
== 0)
1332 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1340 /* Structure used internally to mineperturb(). */
1342 int x
, y
, type
, random
;
1344 static int squarecmp(const void *av
, const void *bv
)
1346 const struct square
*a
= (const struct square
*)av
;
1347 const struct square
*b
= (const struct square
*)bv
;
1348 if (a
->type
< b
->type
)
1350 else if (a
->type
> b
->type
)
1352 else if (a
->random
< b
->random
)
1354 else if (a
->random
> b
->random
)
1356 else if (a
->y
< b
->y
)
1358 else if (a
->y
> b
->y
)
1360 else if (a
->x
< b
->x
)
1362 else if (a
->x
> b
->x
)
1368 * Normally this function is passed an (x,y,mask) set description.
1369 * On occasions, though, there is no _localised_ set being used,
1370 * and the set being perturbed is supposed to be the entirety of
1371 * the unreachable area. This is signified by the special case
1372 * mask==0: in this case, anything labelled -2 in the grid is part
1375 * Allowing perturbation in this special case appears to make it
1376 * guaranteeably possible to generate a workable grid for any mine
1377 * density, but they tend to be a bit boring, with mines packed
1378 * densely into far corners of the grid and the remainder being
1379 * less dense than one might like. Therefore, to improve overall
1380 * grid quality I disable this feature for the first few attempts,
1381 * and fall back to it after no useful grid has been generated.
1383 static struct perturbations
*mineperturb(void *vctx
, signed char *grid
,
1384 int setx
, int sety
, int mask
)
1386 struct minectx
*ctx
= (struct minectx
*)vctx
;
1387 struct square
*sqlist
;
1388 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1389 struct square
**tofill
, **toempty
, **todo
;
1390 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1391 struct perturbations
*ret
;
1394 if (!mask
&& !ctx
->allow_big_perturbs
)
1398 * Make a list of all the squares in the grid which we can
1399 * possibly use. This list should be in preference order, which
1402 * - first, unknown squares on the boundary of known space
1403 * - next, unknown squares beyond that boundary
1404 * - as a very last resort, known squares, but not within one
1405 * square of the starting position.
1407 * Each of these sections needs to be shuffled independently.
1408 * We do this by preparing list of all squares and then sorting
1409 * it with a random secondary key.
1411 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1413 for (y
= 0; y
< ctx
->h
; y
++)
1414 for (x
= 0; x
< ctx
->w
; x
++) {
1416 * If this square is too near the starting position,
1417 * don't put it on the list at all.
1419 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1423 * If this square is in the input set, also don't put
1426 if ((mask
== 0 && grid
[y
*ctx
->w
+x
] == -2) ||
1427 (x
>= setx
&& x
< setx
+ 3 &&
1428 y
>= sety
&& y
< sety
+ 3 &&
1429 mask
& (1 << ((y
-sety
)*3+(x
-setx
)))))
1435 if (grid
[y
*ctx
->w
+x
] != -2) {
1436 sqlist
[n
].type
= 3; /* known square */
1439 * Unknown square. Examine everything around it and
1440 * see if it borders on any known squares. If it
1441 * does, it's class 1, otherwise it's 2.
1446 for (dy
= -1; dy
<= +1; dy
++)
1447 for (dx
= -1; dx
<= +1; dx
++)
1448 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1449 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1450 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1457 * Finally, a random number to cause qsort to
1458 * shuffle within each group.
1460 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1465 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1468 * Now count up the number of full and empty squares in the set
1469 * we've been provided.
1473 for (dy
= 0; dy
< 3; dy
++)
1474 for (dx
= 0; dx
< 3; dx
++)
1475 if (mask
& (1 << (dy
*3+dx
))) {
1476 assert(setx
+dx
<= ctx
->w
);
1477 assert(sety
+dy
<= ctx
->h
);
1478 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1484 for (y
= 0; y
< ctx
->h
; y
++)
1485 for (x
= 0; x
< ctx
->w
; x
++)
1486 if (grid
[y
*ctx
->w
+x
] == -2) {
1487 if (ctx
->grid
[y
*ctx
->w
+x
])
1495 * Now go through our sorted list until we find either `nfull'
1496 * empty squares, or `nempty' full squares; these will be
1497 * swapped with the appropriate squares in the set to either
1498 * fill or empty the set while keeping the same number of mines
1501 ntofill
= ntoempty
= 0;
1503 tofill
= snewn(9, struct square
*);
1504 toempty
= snewn(9, struct square
*);
1506 tofill
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1507 toempty
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1509 for (i
= 0; i
< n
; i
++) {
1510 struct square
*sq
= &sqlist
[i
];
1511 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1512 toempty
[ntoempty
++] = sq
;
1514 tofill
[ntofill
++] = sq
;
1515 if (ntofill
== nfull
|| ntoempty
== nempty
)
1520 * If we haven't found enough empty squares outside the set to
1521 * empty it into _or_ enough full squares outside it to fill it
1522 * up with, we'll have to settle for doing only a partial job.
1523 * In this case we choose to always _fill_ the set (because
1524 * this case will tend to crop up when we're working with very
1525 * high mine densities and the only way to get a solvable grid
1526 * is going to be to pack most of the mines solidly around the
1527 * edges). So now our job is to make a list of the empty
1528 * squares in the set, and shuffle that list so that we fill a
1529 * random selection of them.
1531 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1534 assert(ntoempty
!= 0);
1536 setlist
= snewn(ctx
->w
* ctx
->h
, int);
1539 for (dy
= 0; dy
< 3; dy
++)
1540 for (dx
= 0; dx
< 3; dx
++)
1541 if (mask
& (1 << (dy
*3+dx
))) {
1542 assert(setx
+dx
<= ctx
->w
);
1543 assert(sety
+dy
<= ctx
->h
);
1544 if (!ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1545 setlist
[i
++] = (sety
+dy
)*ctx
->w
+(setx
+dx
);
1548 for (y
= 0; y
< ctx
->h
; y
++)
1549 for (x
= 0; x
< ctx
->w
; x
++)
1550 if (grid
[y
*ctx
->w
+x
] == -2) {
1551 if (!ctx
->grid
[y
*ctx
->w
+x
])
1552 setlist
[i
++] = y
*ctx
->w
+x
;
1555 assert(i
> ntoempty
);
1557 * Now pick `ntoempty' items at random from the list.
1559 for (k
= 0; k
< ntoempty
; k
++) {
1560 int index
= k
+ random_upto(ctx
->rs
, i
- k
);
1564 setlist
[k
] = setlist
[index
];
1565 setlist
[index
] = tmp
;
1571 * Now we're pretty much there. We need to either
1572 * (a) put a mine in each of the empty squares in the set, and
1573 * take one out of each square in `toempty'
1574 * (b) take a mine out of each of the full squares in the set,
1575 * and put one in each square in `tofill'
1576 * depending on which one we've found enough squares to do.
1578 * So we start by constructing our list of changes to return to
1579 * the solver, so that it can update its data structures
1580 * efficiently rather than having to rescan the whole grid.
1582 ret
= snew(struct perturbations
);
1583 if (ntofill
== nfull
) {
1591 * (We also fall into this case if we've constructed a
1601 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1602 for (i
= 0; i
< ntodo
; i
++) {
1603 ret
->changes
[i
].x
= todo
[i
]->x
;
1604 ret
->changes
[i
].y
= todo
[i
]->y
;
1605 ret
->changes
[i
].delta
= dtodo
;
1607 /* now i == ntodo */
1610 assert(todo
== toempty
);
1611 for (j
= 0; j
< ntoempty
; j
++) {
1612 ret
->changes
[i
].x
= setlist
[j
] % ctx
->w
;
1613 ret
->changes
[i
].y
= setlist
[j
] / ctx
->w
;
1614 ret
->changes
[i
].delta
= dset
;
1619 for (dy
= 0; dy
< 3; dy
++)
1620 for (dx
= 0; dx
< 3; dx
++)
1621 if (mask
& (1 << (dy
*3+dx
))) {
1622 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ? +1 : -1);
1623 if (dset
== -currval
) {
1624 ret
->changes
[i
].x
= setx
+ dx
;
1625 ret
->changes
[i
].y
= sety
+ dy
;
1626 ret
->changes
[i
].delta
= dset
;
1631 for (y
= 0; y
< ctx
->h
; y
++)
1632 for (x
= 0; x
< ctx
->w
; x
++)
1633 if (grid
[y
*ctx
->w
+x
] == -2) {
1634 int currval
= (ctx
->grid
[y
*ctx
->w
+x
] ? +1 : -1);
1635 if (dset
== -currval
) {
1636 ret
->changes
[i
].x
= x
;
1637 ret
->changes
[i
].y
= y
;
1638 ret
->changes
[i
].delta
= dset
;
1643 assert(i
== ret
->n
);
1649 * Having set up the precise list of changes we're going to
1650 * make, we now simply make them and return.
1652 for (i
= 0; i
< ret
->n
; i
++) {
1655 x
= ret
->changes
[i
].x
;
1656 y
= ret
->changes
[i
].y
;
1657 delta
= ret
->changes
[i
].delta
;
1660 * Check we're not trying to add an existing mine or remove
1663 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1666 * Actually make the change.
1668 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1671 * Update any numbers already present in the grid.
1673 for (dy
= -1; dy
<= +1; dy
++)
1674 for (dx
= -1; dx
<= +1; dx
++)
1675 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1676 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1677 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1678 if (dx
== 0 && dy
== 0) {
1680 * The square itself is marked as known in
1681 * the grid. Mark it as a mine if it's a
1682 * mine, or else work out its number.
1685 grid
[y
*ctx
->w
+x
] = -1;
1687 int dx2
, dy2
, minecount
= 0;
1688 for (dy2
= -1; dy2
<= +1; dy2
++)
1689 for (dx2
= -1; dx2
<= +1; dx2
++)
1690 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1691 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1692 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1694 grid
[y
*ctx
->w
+x
] = minecount
;
1697 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1698 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1703 #ifdef GENERATION_DIAGNOSTICS
1706 printf("grid after perturbing:\n");
1707 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1708 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1709 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1710 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1728 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1731 char *ret
= snewn(w
*h
, char);
1739 memset(ret
, 0, w
*h
);
1742 * Start by placing n mines, none of which is at x,y or within
1746 int *tmp
= snewn(w
*h
, int);
1750 * Write down the list of possible mine locations.
1753 for (i
= 0; i
< h
; i
++)
1754 for (j
= 0; j
< w
; j
++)
1755 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1759 * Now pick n off the list at random.
1763 i
= random_upto(rs
, k
);
1771 #ifdef GENERATION_DIAGNOSTICS
1774 printf("grid after initial generation:\n");
1775 for (yy
= 0; yy
< h
; yy
++) {
1776 for (xx
= 0; xx
< w
; xx
++) {
1777 int v
= ret
[yy
*w
+xx
];
1778 if (yy
== y
&& xx
== x
) {
1794 * Now set up a results grid to run the solver in, and a
1795 * context for the solver to open squares. Then run the solver
1796 * repeatedly; if the number of perturb steps ever goes up or
1797 * it ever returns -1, give up completely.
1799 * We bypass this bit if we're not after a unique grid.
1802 signed char *solvegrid
= snewn(w
*h
, signed char);
1803 struct minectx actx
, *ctx
= &actx
;
1804 int solveret
, prevret
= -2;
1812 ctx
->allow_big_perturbs
= (ntries
> 100);
1815 memset(solvegrid
, -2, w
*h
);
1816 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1817 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1820 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1821 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1824 } else if (solveret
== 0) {
1840 static char *describe_layout(char *grid
, int area
, int x
, int y
,
1848 * Set up the mine bitmap and obfuscate it.
1850 bmp
= snewn((area
+ 7) / 8, unsigned char);
1851 memset(bmp
, 0, (area
+ 7) / 8);
1852 for (i
= 0; i
< area
; i
++) {
1854 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
1857 obfuscate_bitmap(bmp
, area
, FALSE
);
1860 * Now encode the resulting bitmap in hex. We can work to
1861 * nibble rather than byte granularity, since the obfuscation
1862 * function guarantees to return a bit string of the same
1863 * length as its input.
1865 ret
= snewn((area
+3)/4 + 100, char);
1866 p
= ret
+ sprintf(ret
, "%d,%d,%s", x
, y
,
1867 obfuscate
? "m" : "u"); /* 'm' == masked */
1868 for (i
= 0; i
< (area
+3)/4; i
++) {
1872 *p
++ = "0123456789abcdef"[v
& 0xF];
1881 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1882 random_state
*rs
, char **game_desc
)
1886 #ifdef TEST_OBFUSCATION
1887 static int tested_obfuscation
= FALSE
;
1888 if (!tested_obfuscation
) {
1890 * A few simple test vectors for the obfuscator.
1892 * First test: the 28-bit stream 1234567. This divides up
1893 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1894 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1895 * we XOR the 16-bit string 15CE into the input 1234 to get
1896 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1897 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1898 * 12-bit string 337 into the input 567 to get 650. Thus
1899 * our output is 07FA650.
1902 unsigned char bmp1
[] = "\x12\x34\x56\x70";
1903 obfuscate_bitmap(bmp1
, 28, FALSE
);
1904 printf("test 1 encode: %s\n",
1905 memcmp(bmp1
, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
1906 obfuscate_bitmap(bmp1
, 28, TRUE
);
1907 printf("test 1 decode: %s\n",
1908 memcmp(bmp1
, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
1911 * Second test: a long string to make sure we switch from
1912 * one SHA to the next correctly. My input string this time
1913 * is simply fifty bytes of zeroes.
1916 unsigned char bmp2
[50];
1917 unsigned char bmp2a
[50];
1918 memset(bmp2
, 0, 50);
1919 memset(bmp2a
, 0, 50);
1920 obfuscate_bitmap(bmp2
, 50 * 8, FALSE
);
1922 * SHA of twenty-five zero bytes plus "0" is
1923 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1924 * twenty-five zero bytes plus "1" is
1925 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1926 * first half becomes
1927 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1929 * SHA of that lot plus "0" is
1930 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1931 * same string plus "1" is
1932 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1933 * second half becomes
1934 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1936 printf("test 2 encode: %s\n",
1937 memcmp(bmp2
, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1938 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1939 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1940 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1941 "\xd8\xdf\x78", 50) ? "failed" : "passed");
1942 obfuscate_bitmap(bmp2
, 50 * 8, TRUE
);
1943 printf("test 2 decode: %s\n",
1944 memcmp(bmp2
, bmp2a
, 50) ? "failed" : "passed");
1949 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
1952 *game_desc
= describe_layout(grid
, w
* h
, x
, y
, TRUE
);
1957 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1958 char **aux
, int interactive
)
1961 * We generate the coordinates of an initial click even if they
1962 * aren't actually used. This has the effect of harmonising the
1963 * random number usage between interactive and batch use: if
1964 * you use `mines --generate' with an explicit random seed, you
1965 * should get exactly the same results as if you type the same
1966 * random seed into the interactive game and click in the same
1967 * initial location. (Of course you won't get the same grid if
1968 * you click in a _different_ initial location, but there's
1969 * nothing to be done about that.)
1971 int x
= random_upto(rs
, params
->w
);
1972 int y
= random_upto(rs
, params
->h
);
1976 * For batch-generated grids, pre-open one square.
1981 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
1982 x
, y
, params
->unique
, rs
, &desc
);
1986 char *rsdesc
, *desc
;
1988 rsdesc
= random_state_encode(rs
);
1989 desc
= snewn(strlen(rsdesc
) + 100, char);
1990 sprintf(desc
, "r%d,%c,%s", params
->n
, (char)(params
->unique
? 'u' : 'a'), rsdesc
);
1996 static char *validate_desc(game_params
*params
, char *desc
)
1998 int wh
= params
->w
* params
->h
;
2003 if (!*desc
|| !isdigit((unsigned char)*desc
))
2004 return "No initial mine count in game description";
2005 while (*desc
&& isdigit((unsigned char)*desc
))
2006 desc
++; /* skip over mine count */
2008 return "No ',' after initial x-coordinate in game description";
2010 if (*desc
!= 'u' && *desc
!= 'a')
2011 return "No uniqueness specifier in game description";
2014 return "No ',' after uniqueness specifier in game description";
2015 /* now ignore the rest */
2017 if (*desc
&& isdigit((unsigned char)*desc
)) {
2019 if (x
< 0 || x
>= params
->w
)
2020 return "Initial x-coordinate was out of range";
2021 while (*desc
&& isdigit((unsigned char)*desc
))
2022 desc
++; /* skip over x coordinate */
2024 return "No ',' after initial x-coordinate in game description";
2025 desc
++; /* eat comma */
2026 if (!*desc
|| !isdigit((unsigned char)*desc
))
2027 return "No initial y-coordinate in game description";
2029 if (y
< 0 || y
>= params
->h
)
2030 return "Initial y-coordinate was out of range";
2031 while (*desc
&& isdigit((unsigned char)*desc
))
2032 desc
++; /* skip over y coordinate */
2034 return "No ',' after initial y-coordinate in game description";
2035 desc
++; /* eat comma */
2037 /* eat `m' for `masked' or `u' for `unmasked', if present */
2038 if (*desc
== 'm' || *desc
== 'u')
2040 /* now just check length of remainder */
2041 if (strlen(desc
) != (wh
+3)/4)
2042 return "Game description is wrong length";
2048 static int open_square(game_state
*state
, int x
, int y
)
2050 int w
= state
->w
, h
= state
->h
;
2051 int xx
, yy
, nmines
, ncovered
;
2053 if (!state
->layout
->mines
) {
2055 * We have a preliminary game in which the mine layout
2056 * hasn't been generated yet. Generate it based on the
2057 * initial click location.
2059 char *desc
, *privdesc
;
2060 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
2061 x
, y
, state
->layout
->unique
,
2065 * Find the trailing substring of the game description
2066 * corresponding to just the mine layout; we will use this
2067 * as our second `private' game ID for serialisation.
2070 while (*privdesc
&& isdigit((unsigned char)*privdesc
)) privdesc
++;
2071 if (*privdesc
== ',') privdesc
++;
2072 while (*privdesc
&& isdigit((unsigned char)*privdesc
)) privdesc
++;
2073 if (*privdesc
== ',') privdesc
++;
2074 assert(*privdesc
== 'm');
2075 midend_supersede_game_desc(state
->layout
->me
, desc
, privdesc
);
2077 random_free(state
->layout
->rs
);
2078 state
->layout
->rs
= NULL
;
2081 if (state
->layout
->mines
[y
*w
+x
]) {
2083 * The player has landed on a mine. Bad luck. Expose the
2084 * mine that killed them, but not the rest (in case they
2085 * want to Undo and carry on playing).
2088 state
->grid
[y
*w
+x
] = 65;
2093 * Otherwise, the player has opened a safe square. Mark it to-do.
2095 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
2098 * Now go through the grid finding all `todo' values and
2099 * opening them. Every time one of them turns out to have no
2100 * neighbouring mines, we add all its unopened neighbours to
2103 * FIXME: We really ought to be able to do this better than
2104 * using repeated N^2 scans of the grid.
2107 int done_something
= FALSE
;
2109 for (yy
= 0; yy
< h
; yy
++)
2110 for (xx
= 0; xx
< w
; xx
++)
2111 if (state
->grid
[yy
*w
+xx
] == -10) {
2114 assert(!state
->layout
->mines
[yy
*w
+xx
]);
2118 for (dx
= -1; dx
<= +1; dx
++)
2119 for (dy
= -1; dy
<= +1; dy
++)
2120 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2121 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2122 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2125 state
->grid
[yy
*w
+xx
] = v
;
2128 for (dx
= -1; dx
<= +1; dx
++)
2129 for (dy
= -1; dy
<= +1; dy
++)
2130 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2131 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2132 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2133 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2136 done_something
= TRUE
;
2139 if (!done_something
)
2144 * Finally, scan the grid and see if exactly as many squares
2145 * are still covered as there are mines. If so, set the `won'
2146 * flag and fill in mine markers on all covered squares.
2148 nmines
= ncovered
= 0;
2149 for (yy
= 0; yy
< h
; yy
++)
2150 for (xx
= 0; xx
< w
; xx
++) {
2151 if (state
->grid
[yy
*w
+xx
] < 0)
2153 if (state
->layout
->mines
[yy
*w
+xx
])
2156 assert(ncovered
>= nmines
);
2157 if (ncovered
== nmines
) {
2158 for (yy
= 0; yy
< h
; yy
++)
2159 for (xx
= 0; xx
< w
; xx
++) {
2160 if (state
->grid
[yy
*w
+xx
] < 0)
2161 state
->grid
[yy
*w
+xx
] = -1;
2169 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
2171 game_state
*state
= snew(game_state
);
2172 int i
, wh
, x
, y
, ret
, masked
;
2175 state
->w
= params
->w
;
2176 state
->h
= params
->h
;
2177 state
->n
= params
->n
;
2178 state
->dead
= state
->won
= FALSE
;
2179 state
->used_solve
= FALSE
;
2181 wh
= state
->w
* state
->h
;
2183 state
->layout
= snew(struct mine_layout
);
2184 memset(state
->layout
, 0, sizeof(struct mine_layout
));
2185 state
->layout
->refcount
= 1;
2187 state
->grid
= snewn(wh
, signed char);
2188 memset(state
->grid
, -2, wh
);
2192 state
->layout
->n
= atoi(desc
);
2193 while (*desc
&& isdigit((unsigned char)*desc
))
2194 desc
++; /* skip over mine count */
2195 if (*desc
) desc
++; /* eat comma */
2197 state
->layout
->unique
= FALSE
;
2199 state
->layout
->unique
= TRUE
;
2201 if (*desc
) desc
++; /* eat comma */
2203 state
->layout
->mines
= NULL
;
2204 state
->layout
->rs
= random_state_decode(desc
);
2205 state
->layout
->me
= me
;
2208 state
->layout
->rs
= NULL
;
2209 state
->layout
->me
= NULL
;
2210 state
->layout
->mines
= snewn(wh
, char);
2212 if (*desc
&& isdigit((unsigned char)*desc
)) {
2214 while (*desc
&& isdigit((unsigned char)*desc
))
2215 desc
++; /* skip over x coordinate */
2216 if (*desc
) desc
++; /* eat comma */
2218 while (*desc
&& isdigit((unsigned char)*desc
))
2219 desc
++; /* skip over y coordinate */
2220 if (*desc
) desc
++; /* eat comma */
2232 * We permit game IDs to be entered by hand without the
2233 * masking transformation.
2238 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2239 memset(bmp
, 0, (wh
+ 7) / 8);
2240 for (i
= 0; i
< (wh
+3)/4; i
++) {
2244 assert(c
!= 0); /* validate_desc should have caught */
2245 if (c
>= '0' && c
<= '9')
2247 else if (c
>= 'a' && c
<= 'f')
2249 else if (c
>= 'A' && c
<= 'F')
2254 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2258 obfuscate_bitmap(bmp
, wh
, TRUE
);
2260 memset(state
->layout
->mines
, 0, wh
);
2261 for (i
= 0; i
< wh
; i
++) {
2262 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2263 state
->layout
->mines
[i
] = 1;
2266 if (x
>= 0 && y
>= 0)
2267 ret
= open_square(state
, x
, y
);
2274 static game_state
*dup_game(game_state
*state
)
2276 game_state
*ret
= snew(game_state
);
2281 ret
->dead
= state
->dead
;
2282 ret
->won
= state
->won
;
2283 ret
->used_solve
= state
->used_solve
;
2284 ret
->layout
= state
->layout
;
2285 ret
->layout
->refcount
++;
2286 ret
->grid
= snewn(ret
->w
* ret
->h
, signed char);
2287 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2292 static void free_game(game_state
*state
)
2294 if (--state
->layout
->refcount
<= 0) {
2295 sfree(state
->layout
->mines
);
2296 if (state
->layout
->rs
)
2297 random_free(state
->layout
->rs
);
2298 sfree(state
->layout
);
2304 static char *solve_game(game_state
*state
, game_state
*currstate
,
2305 char *aux
, char **error
)
2307 if (!state
->layout
->mines
) {
2308 *error
= "Game has not been started yet";
2315 static int game_can_format_as_text_now(game_params
*params
)
2320 static char *game_text_format(game_state
*state
)
2325 ret
= snewn((state
->w
+ 1) * state
->h
+ 1, char);
2326 for (y
= 0; y
< state
->h
; y
++) {
2327 for (x
= 0; x
< state
->w
; x
++) {
2328 int v
= state
->grid
[y
*state
->w
+x
];
2331 else if (v
>= 1 && v
<= 8)
2335 else if (v
== -2 || v
== -3)
2339 ret
[y
* (state
->w
+1) + x
] = v
;
2341 ret
[y
* (state
->w
+1) + state
->w
] = '\n';
2343 ret
[(state
->w
+ 1) * state
->h
] = '\0';
2349 int hx
, hy
, hradius
; /* for mouse-down highlights */
2352 int deaths
, completed
;
2355 static game_ui
*new_ui(game_state
*state
)
2357 game_ui
*ui
= snew(game_ui
);
2358 ui
->hx
= ui
->hy
= -1;
2359 ui
->hradius
= ui
->validradius
= 0;
2361 ui
->completed
= FALSE
;
2362 ui
->flash_is_death
= FALSE
; /* *shrug* */
2366 static void free_ui(game_ui
*ui
)
2371 static char *encode_ui(game_ui
*ui
)
2375 * The deaths counter and completion status need preserving
2376 * across a serialisation.
2378 sprintf(buf
, "D%d", ui
->deaths
);
2384 static void decode_ui(game_ui
*ui
, char *encoding
)
2387 sscanf(encoding
, "D%d%n", &ui
->deaths
, &p
);
2388 if (encoding
[p
] == 'C')
2389 ui
->completed
= TRUE
;
2392 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2393 game_state
*newstate
)
2396 ui
->completed
= TRUE
;
2399 struct game_drawstate
{
2400 int w
, h
, started
, tilesize
, bg
;
2403 * Items in this `grid' array have all the same values as in
2404 * the game_state grid, and in addition:
2406 * - -10 means the tile was drawn `specially' as a result of a
2407 * flash, so it will always need redrawing.
2409 * - -22 and -23 mean the tile is highlighted for a possible
2414 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2415 int x
, int y
, int button
)
2420 if (from
->dead
|| from
->won
)
2421 return NULL
; /* no further moves permitted */
2423 if (!IS_MOUSE_DOWN(button
) && !IS_MOUSE_DRAG(button
) &&
2424 !IS_MOUSE_RELEASE(button
))
2430 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
||
2431 button
== MIDDLE_BUTTON
|| button
== MIDDLE_DRAG
) {
2432 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2436 * Mouse-downs and mouse-drags just cause highlighting
2441 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ? 1 : 0);
2442 if (button
== LEFT_BUTTON
)
2443 ui
->validradius
= ui
->hradius
;
2444 else if (button
== MIDDLE_BUTTON
)
2445 ui
->validradius
= 1;
2449 if (button
== RIGHT_BUTTON
) {
2450 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2454 * Right-clicking only works on a covered square, and it
2455 * toggles between -1 (marked as mine) and -2 (not marked
2458 * FIXME: question marks.
2460 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2461 from
->grid
[cy
* from
->w
+ cx
] != -1)
2464 sprintf(buf
, "F%d,%d", cx
, cy
);
2468 if (button
== LEFT_RELEASE
|| button
== MIDDLE_RELEASE
) {
2469 ui
->hx
= ui
->hy
= -1;
2473 * At this stage we must never return NULL: we have adjusted
2474 * the ui, so at worst we return "".
2476 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2480 * Left-clicking on a covered square opens a tile. Not
2481 * permitted if the tile is marked as a mine, for safety.
2482 * (Unmark it and _then_ open it.)
2484 if (button
== LEFT_RELEASE
&&
2485 (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2486 from
->grid
[cy
* from
->w
+ cx
] == -3) &&
2487 ui
->validradius
== 0) {
2488 /* Check if you've killed yourself. */
2489 if (from
->layout
->mines
&& from
->layout
->mines
[cy
* from
->w
+ cx
])
2492 sprintf(buf
, "O%d,%d", cx
, cy
);
2497 * Left-clicking or middle-clicking on an uncovered tile:
2498 * first we check to see if the number of mine markers
2499 * surrounding the tile is equal to its mine count, and if
2500 * so then we open all other surrounding squares.
2502 if (from
->grid
[cy
* from
->w
+ cx
] > 0 && ui
->validradius
== 1) {
2505 /* Count mine markers. */
2507 for (dy
= -1; dy
<= +1; dy
++)
2508 for (dx
= -1; dx
<= +1; dx
++)
2509 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2510 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2511 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2515 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2518 * Now see if any of the squares we're clearing
2519 * contains a mine (which will happen iff you've
2520 * incorrectly marked the mines around the clicked
2521 * square). If so, we open _just_ those squares, to
2522 * reveal as little additional information as we
2528 for (dy
= -1; dy
<= +1; dy
++)
2529 for (dx
= -1; dx
<= +1; dx
++)
2530 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2531 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2532 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] != -1 &&
2533 from
->layout
->mines
&&
2534 from
->layout
->mines
[(cy
+dy
)*from
->w
+(cx
+dx
)]) {
2535 p
+= sprintf(p
, "%sO%d,%d", sep
, cx
+dx
, cy
+dy
);
2543 sprintf(buf
, "C%d,%d", cx
, cy
);
2556 static game_state
*execute_move(game_state
*from
, char *move
)
2561 if (!strcmp(move
, "S")) {
2563 * Simply expose the entire grid as if it were a completed
2568 ret
= dup_game(from
);
2569 for (yy
= 0; yy
< ret
->h
; yy
++)
2570 for (xx
= 0; xx
< ret
->w
; xx
++) {
2572 if (ret
->layout
->mines
[yy
*ret
->w
+xx
]) {
2573 ret
->grid
[yy
*ret
->w
+xx
] = -1;
2579 for (dx
= -1; dx
<= +1; dx
++)
2580 for (dy
= -1; dy
<= +1; dy
++)
2581 if (xx
+dx
>= 0 && xx
+dx
< ret
->w
&&
2582 yy
+dy
>= 0 && yy
+dy
< ret
->h
&&
2583 ret
->layout
->mines
[(yy
+dy
)*ret
->w
+(xx
+dx
)])
2586 ret
->grid
[yy
*ret
->w
+xx
] = v
;
2589 ret
->used_solve
= TRUE
;
2594 ret
= dup_game(from
);
2597 if (move
[0] == 'F' &&
2598 sscanf(move
+1, "%d,%d", &cx
, &cy
) == 2 &&
2599 cx
>= 0 && cx
< from
->w
&& cy
>= 0 && cy
< from
->h
) {
2600 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2601 } else if (move
[0] == 'O' &&
2602 sscanf(move
+1, "%d,%d", &cx
, &cy
) == 2 &&
2603 cx
>= 0 && cx
< from
->w
&& cy
>= 0 && cy
< from
->h
) {
2604 open_square(ret
, cx
, cy
);
2605 } else if (move
[0] == 'C' &&
2606 sscanf(move
+1, "%d,%d", &cx
, &cy
) == 2 &&
2607 cx
>= 0 && cx
< from
->w
&& cy
>= 0 && cy
< from
->h
) {
2610 for (dy
= -1; dy
<= +1; dy
++)
2611 for (dx
= -1; dx
<= +1; dx
++)
2612 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2613 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2614 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2615 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2616 open_square(ret
, cx
+dx
, cy
+dy
);
2622 while (*move
&& *move
!= ';') move
++;
2630 /* ----------------------------------------------------------------------
2634 static void game_compute_size(game_params
*params
, int tilesize
,
2637 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2638 struct { int tilesize
; } ads
, *ds
= &ads
;
2639 ads
.tilesize
= tilesize
;
2641 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2642 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2645 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2646 game_params
*params
, int tilesize
)
2648 ds
->tilesize
= tilesize
;
2651 static float *game_colours(frontend
*fe
, int *ncolours
)
2653 float *ret
= snewn(3 * NCOLOURS
, float);
2655 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2657 ret
[COL_BACKGROUND2
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 19.0 / 20.0;
2658 ret
[COL_BACKGROUND2
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 19.0 / 20.0;
2659 ret
[COL_BACKGROUND2
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 19.0 / 20.0;
2661 ret
[COL_1
* 3 + 0] = 0.0F
;
2662 ret
[COL_1
* 3 + 1] = 0.0F
;
2663 ret
[COL_1
* 3 + 2] = 1.0F
;
2665 ret
[COL_2
* 3 + 0] = 0.0F
;
2666 ret
[COL_2
* 3 + 1] = 0.5F
;
2667 ret
[COL_2
* 3 + 2] = 0.0F
;
2669 ret
[COL_3
* 3 + 0] = 1.0F
;
2670 ret
[COL_3
* 3 + 1] = 0.0F
;
2671 ret
[COL_3
* 3 + 2] = 0.0F
;
2673 ret
[COL_4
* 3 + 0] = 0.0F
;
2674 ret
[COL_4
* 3 + 1] = 0.0F
;
2675 ret
[COL_4
* 3 + 2] = 0.5F
;
2677 ret
[COL_5
* 3 + 0] = 0.5F
;
2678 ret
[COL_5
* 3 + 1] = 0.0F
;
2679 ret
[COL_5
* 3 + 2] = 0.0F
;
2681 ret
[COL_6
* 3 + 0] = 0.0F
;
2682 ret
[COL_6
* 3 + 1] = 0.5F
;
2683 ret
[COL_6
* 3 + 2] = 0.5F
;
2685 ret
[COL_7
* 3 + 0] = 0.0F
;
2686 ret
[COL_7
* 3 + 1] = 0.0F
;
2687 ret
[COL_7
* 3 + 2] = 0.0F
;
2689 ret
[COL_8
* 3 + 0] = 0.5F
;
2690 ret
[COL_8
* 3 + 1] = 0.5F
;
2691 ret
[COL_8
* 3 + 2] = 0.5F
;
2693 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2694 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2695 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2697 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2698 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2699 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2701 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2702 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2703 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2705 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2706 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2707 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2709 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2710 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2711 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2713 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2714 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2715 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2717 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2718 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2719 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2721 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
2722 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
2723 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
2725 ret
[COL_WRONGNUMBER
* 3 + 0] = 1.0F
;
2726 ret
[COL_WRONGNUMBER
* 3 + 1] = 0.6F
;
2727 ret
[COL_WRONGNUMBER
* 3 + 2] = 0.6F
;
2729 *ncolours
= NCOLOURS
;
2733 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2735 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2739 ds
->started
= FALSE
;
2740 ds
->tilesize
= 0; /* not decided yet */
2741 ds
->grid
= snewn(ds
->w
* ds
->h
, signed char);
2744 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2749 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2755 static void draw_tile(drawing
*dr
, game_drawstate
*ds
,
2756 int x
, int y
, int v
, int bg
)
2762 if (v
== -22 || v
== -23) {
2766 * Omit the highlights in this case.
2768 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2769 bg
== COL_BACKGROUND
? COL_BACKGROUND2
: bg
);
2770 draw_line(dr
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2771 draw_line(dr
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2774 * Draw highlights to indicate the square is covered.
2776 coords
[0] = x
+ TILE_SIZE
- 1;
2777 coords
[1] = y
+ TILE_SIZE
- 1;
2778 coords
[2] = x
+ TILE_SIZE
- 1;
2781 coords
[5] = y
+ TILE_SIZE
- 1;
2782 draw_polygon(dr
, coords
, 3, COL_LOWLIGHT
^ hl
, COL_LOWLIGHT
^ hl
);
2786 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
^ hl
,
2787 COL_HIGHLIGHT
^ hl
);
2789 draw_rect(dr
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2790 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2798 #define SETCOORD(n, dx, dy) do { \
2799 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2800 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2802 SETCOORD(0, 0.6, 0.35);
2803 SETCOORD(1, 0.6, 0.7);
2804 SETCOORD(2, 0.8, 0.8);
2805 SETCOORD(3, 0.25, 0.8);
2806 SETCOORD(4, 0.55, 0.7);
2807 SETCOORD(5, 0.55, 0.35);
2808 draw_polygon(dr
, coords
, 6, COL_FLAGBASE
, COL_FLAGBASE
);
2810 SETCOORD(0, 0.6, 0.2);
2811 SETCOORD(1, 0.6, 0.5);
2812 SETCOORD(2, 0.2, 0.35);
2813 draw_polygon(dr
, coords
, 3, COL_FLAG
, COL_FLAG
);
2816 } else if (v
== -3) {
2818 * Draw a question mark.
2820 draw_text(dr
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2821 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2822 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2827 * Clear the square to the background colour, and draw thin
2828 * grid lines along the top and left.
2830 * Exception is that for value 65 (mine we've just trodden
2831 * on), we clear the square to COL_BANG.
2834 bg
= COL_WRONGNUMBER
;
2837 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2838 (v
== 65 ? COL_BANG
:
2839 bg
== COL_BACKGROUND
? COL_BACKGROUND2
: bg
));
2840 draw_line(dr
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2841 draw_line(dr
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2843 if (v
> 0 && v
<= 8) {
2850 draw_text(dr
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2851 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2852 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2853 (COL_1
- 1) + v
, str
);
2855 } else if (v
>= 64) {
2859 * FIXME: this could be done better!
2862 draw_text(dr
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2863 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2864 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2868 int cx
= x
+ TILE_SIZE
/ 2;
2869 int cy
= y
+ TILE_SIZE
/ 2;
2870 int r
= TILE_SIZE
/ 2 - 3;
2872 int xdx
= 1, xdy
= 0, ydx
= 0, ydy
= 1;
2875 for (i
= 0; i
< 4*5*2; i
+= 5*2) {
2876 coords
[i
+2*0+0] = cx
- r
/6*xdx
+ r
*4/5*ydx
;
2877 coords
[i
+2*0+1] = cy
- r
/6*xdy
+ r
*4/5*ydy
;
2878 coords
[i
+2*1+0] = cx
- r
/6*xdx
+ r
*ydx
;
2879 coords
[i
+2*1+1] = cy
- r
/6*xdy
+ r
*ydy
;
2880 coords
[i
+2*2+0] = cx
+ r
/6*xdx
+ r
*ydx
;
2881 coords
[i
+2*2+1] = cy
+ r
/6*xdy
+ r
*ydy
;
2882 coords
[i
+2*3+0] = cx
+ r
/6*xdx
+ r
*4/5*ydx
;
2883 coords
[i
+2*3+1] = cy
+ r
/6*xdy
+ r
*4/5*ydy
;
2884 coords
[i
+2*4+0] = cx
+ r
*3/5*xdx
+ r
*3/5*ydx
;
2885 coords
[i
+2*4+1] = cy
+ r
*3/5*xdy
+ r
*3/5*ydy
;
2895 draw_polygon(dr
, coords
, 5*4, COL_MINE
, COL_MINE
);
2897 draw_rect(dr
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2903 * Cross through the mine.
2906 for (dx
= -1; dx
<= +1; dx
++) {
2907 draw_line(dr
, x
+ 3 + dx
, y
+ 2,
2908 x
+ TILE_SIZE
- 3 + dx
,
2909 y
+ TILE_SIZE
- 2, COL_CROSS
);
2910 draw_line(dr
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2911 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2918 draw_update(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2921 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2922 game_state
*state
, int dir
, game_ui
*ui
,
2923 float animtime
, float flashtime
)
2926 int mines
, markers
, bg
;
2929 int frame
= (flashtime
/ FLASH_FRAME
);
2931 bg
= (ui
->flash_is_death
? COL_BACKGROUND
: COL_LOWLIGHT
);
2933 bg
= (ui
->flash_is_death
? COL_BANG
: COL_HIGHLIGHT
);
2935 bg
= COL_BACKGROUND
;
2941 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2942 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2943 draw_update(dr
, 0, 0,
2944 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2945 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2948 * Recessed area containing the whole puzzle.
2950 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2951 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2952 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2953 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2954 coords
[4] = coords
[2] - TILE_SIZE
;
2955 coords
[5] = coords
[3] + TILE_SIZE
;
2956 coords
[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2957 coords
[9] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2958 coords
[6] = coords
[8] + TILE_SIZE
;
2959 coords
[7] = coords
[9] - TILE_SIZE
;
2960 draw_polygon(dr
, coords
, 5, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
2962 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2963 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2964 draw_polygon(dr
, coords
, 5, COL_LOWLIGHT
, COL_LOWLIGHT
);
2970 * Now draw the tiles. Also in this loop, count up the number
2971 * of mines and mine markers.
2973 mines
= markers
= 0;
2974 for (y
= 0; y
< ds
->h
; y
++)
2975 for (x
= 0; x
< ds
->w
; x
++) {
2976 int v
= state
->grid
[y
*ds
->w
+x
];
2980 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
2983 if (v
>= 0 && v
<= 8) {
2985 * Count up the flags around this tile, and if
2986 * there are too _many_, highlight the tile.
2988 int dx
, dy
, flags
= 0;
2990 for (dy
= -1; dy
<= +1; dy
++)
2991 for (dx
= -1; dx
<= +1; dx
++) {
2992 int nx
= x
+dx
, ny
= y
+dy
;
2993 if (nx
>= 0 && nx
< ds
->w
&&
2994 ny
>= 0 && ny
< ds
->h
&&
2995 state
->grid
[ny
*ds
->w
+nx
] == -1)
3003 if ((v
== -2 || v
== -3) &&
3004 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
3007 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= ds
->bg
) {
3008 draw_tile(dr
, ds
, COORD(x
), COORD(y
), v
, bg
);
3009 ds
->grid
[y
*ds
->w
+x
] = v
;
3014 if (!state
->layout
->mines
)
3015 mines
= state
->layout
->n
;
3018 * Update the status bar.
3021 char statusbar
[512];
3023 sprintf(statusbar
, "DEAD!");
3024 } else if (state
->won
) {
3025 if (state
->used_solve
)
3026 sprintf(statusbar
, "Auto-solved.");
3028 sprintf(statusbar
, "COMPLETED!");
3030 sprintf(statusbar
, "Marked: %d / %d", markers
, mines
);
3033 sprintf(statusbar
+ strlen(statusbar
),
3034 " Deaths: %d", ui
->deaths
);
3035 status_bar(dr
, statusbar
);
3039 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
3040 int dir
, game_ui
*ui
)
3045 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
3046 int dir
, game_ui
*ui
)
3048 if (oldstate
->used_solve
|| newstate
->used_solve
)
3051 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
3052 if (newstate
->dead
) {
3053 ui
->flash_is_death
= TRUE
;
3054 return 3 * FLASH_FRAME
;
3056 if (newstate
->won
) {
3057 ui
->flash_is_death
= FALSE
;
3058 return 2 * FLASH_FRAME
;
3064 static int game_timing_state(game_state
*state
, game_ui
*ui
)
3066 if (state
->dead
|| state
->won
|| ui
->completed
|| !state
->layout
->mines
)
3071 static void game_print_size(game_params
*params
, float *x
, float *y
)
3075 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
3080 #define thegame mines
3083 const struct game thegame
= {
3084 "Mines", "games.mines", "mines",
3091 TRUE
, game_configure
, custom_params
,
3099 TRUE
, game_can_format_as_text_now
, game_text_format
,
3107 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
3110 game_free_drawstate
,
3114 FALSE
, FALSE
, game_print_size
, game_print
,
3115 TRUE
, /* wants_statusbar */
3116 TRUE
, game_timing_state
,
3117 BUTTON_BEATS(LEFT_BUTTON
, RIGHT_BUTTON
) | REQUIRE_RBUTTON
,
3120 #ifdef STANDALONE_OBFUSCATOR
3123 * Vaguely useful stand-alone program which translates between
3124 * obfuscated and clear Mines game descriptions. Pass in a game
3125 * description on the command line, and if it's clear it will be
3126 * obfuscated and vice versa. The output text should also be a
3127 * valid game ID describing the same game. Like this:
3129 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3130 * 9x9:4,4,004000007c00010022080
3131 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3132 * 9x9:4,4,mb071b49fbd1cb6a0d5868
3135 int main(int argc
, char **argv
)
3139 char *id
= NULL
, *desc
, *err
;
3142 while (--argc
> 0) {
3145 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
3153 fprintf(stderr
, "usage: %s <game_id>\n", argv
[0]);
3157 desc
= strchr(id
, ':');
3159 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
3164 p
= default_params();
3165 decode_params(p
, id
);
3166 err
= validate_desc(p
, desc
);
3168 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
3171 s
= new_game(NULL
, p
, desc
);
3174 while (*desc
&& *desc
!= ',') desc
++;
3177 while (*desc
&& *desc
!= ',') desc
++;
3180 printf("%s:%s\n", id
, describe_layout(s
->layout
->mines
,