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
,
30 #define PREFERRED_TILE_SIZE 20
31 #define TILE_SIZE (ds->tilesize)
35 #define BORDER (TILE_SIZE * 3 / 2)
37 #define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
38 #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
39 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
40 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
42 #define FLASH_FRAME 0.13F
51 * This structure is shared between all the game_states for a
52 * given instance of the puzzle, so we reference-count it.
57 * If we haven't yet actually generated the mine layout, here's
58 * all the data we will need to do so.
62 midend
*me
; /* to give back the new game desc */
66 int w
, h
, n
, dead
, won
;
68 struct mine_layout
*layout
; /* real mine positions */
69 signed char *grid
; /* player knowledge */
71 * Each item in the `grid' array is one of the following values:
73 * - 0 to 8 mean the square is open and has a surrounding mine
76 * - -1 means the square is marked as a mine.
78 * - -2 means the square is unknown.
80 * - -3 means the square is marked with a question mark
81 * (FIXME: do we even want to bother with this?).
83 * - 64 means the square has had a mine revealed when the game
86 * - 65 means the square had a mine revealed and this was the
87 * one the player hits.
89 * - 66 means the square has a crossed-out mine because the
90 * player had incorrectly marked it.
94 static game_params
*default_params(void)
96 game_params
*ret
= snew(game_params
);
105 static const struct game_params mines_presets
[] = {
116 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
121 if (i
< 0 || i
>= lenof(mines_presets
))
124 ret
= snew(game_params
);
125 *ret
= mines_presets
[i
];
127 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
134 static void free_params(game_params
*params
)
139 static game_params
*dup_params(game_params
*params
)
141 game_params
*ret
= snew(game_params
);
142 *ret
= *params
; /* structure copy */
146 static void decode_params(game_params
*params
, char const *string
)
148 char const *p
= string
;
151 while (*p
&& isdigit((unsigned char)*p
)) p
++;
155 while (*p
&& isdigit((unsigned char)*p
)) p
++;
157 params
->h
= params
->w
;
162 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
164 params
->n
= params
->w
* params
->h
/ 10;
170 params
->unique
= FALSE
;
172 p
++; /* skip any other gunk */
176 static char *encode_params(game_params
*params
, int full
)
181 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
183 * Mine count is a generation-time parameter, since it can be
184 * deduced from the mine bitmap!
187 len
+= sprintf(ret
+len
, "n%d", params
->n
);
188 if (full
&& !params
->unique
)
190 assert(len
< lenof(ret
));
196 static config_item
*game_configure(game_params
*params
)
201 ret
= snewn(5, config_item
);
203 ret
[0].name
= "Width";
204 ret
[0].type
= C_STRING
;
205 sprintf(buf
, "%d", params
->w
);
206 ret
[0].sval
= dupstr(buf
);
209 ret
[1].name
= "Height";
210 ret
[1].type
= C_STRING
;
211 sprintf(buf
, "%d", params
->h
);
212 ret
[1].sval
= dupstr(buf
);
215 ret
[2].name
= "Mines";
216 ret
[2].type
= C_STRING
;
217 sprintf(buf
, "%d", params
->n
);
218 ret
[2].sval
= dupstr(buf
);
221 ret
[3].name
= "Ensure solubility";
222 ret
[3].type
= C_BOOLEAN
;
224 ret
[3].ival
= params
->unique
;
234 static game_params
*custom_params(config_item
*cfg
)
236 game_params
*ret
= snew(game_params
);
238 ret
->w
= atoi(cfg
[0].sval
);
239 ret
->h
= atoi(cfg
[1].sval
);
240 ret
->n
= atoi(cfg
[2].sval
);
241 if (strchr(cfg
[2].sval
, '%'))
242 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
243 ret
->unique
= cfg
[3].ival
;
248 static char *validate_params(game_params
*params
, int full
)
251 * Lower limit on grid size: each dimension must be at least 3.
252 * 1 is theoretically workable if rather boring, but 2 is a
253 * real problem: there is often _no_ way to generate a uniquely
254 * solvable 2xn Mines grid. You either run into two mines
255 * blocking the way and no idea what's behind them, or one mine
256 * and no way to know which of the two rows it's in. If the
257 * mine count is even you can create a soluble grid by packing
258 * all the mines at one end (so what when you hit a two-mine
259 * wall there are only as many covered squares left as there
260 * are mines); but if it's odd, you are doomed, because you
261 * _have_ to have a gap somewhere which you can't determine the
264 if (full
&& params
->unique
&& (params
->w
<= 2 || params
->h
<= 2))
265 return "Width and height must both be greater than two";
266 if (params
->n
> params
->w
* params
->h
- 9)
267 return "Too many mines for grid size";
270 * FIXME: Need more constraints here. Not sure what the
271 * sensible limits for Minesweeper actually are. The limits
272 * probably ought to change, however, depending on uniqueness.
278 /* ----------------------------------------------------------------------
279 * Minesweeper solver, used to ensure the generated grids are
280 * solvable without having to take risks.
284 * Count the bits in a word. Only needs to cope with 16 bits.
286 static int bitcount16(int inword
)
288 unsigned int word
= inword
;
290 word
= ((word
& 0xAAAA) >> 1) + (word
& 0x5555);
291 word
= ((word
& 0xCCCC) >> 2) + (word
& 0x3333);
292 word
= ((word
& 0xF0F0) >> 4) + (word
& 0x0F0F);
293 word
= ((word
& 0xFF00) >> 8) + (word
& 0x00FF);
299 * We use a tree234 to store a large number of small localised
300 * sets, each with a mine count. We also keep some of those sets
301 * linked together into a to-do list.
304 short x
, y
, mask
, mines
;
306 struct set
*prev
, *next
;
309 static int setcmp(void *av
, void *bv
)
311 struct set
*a
= (struct set
*)av
;
312 struct set
*b
= (struct set
*)bv
;
316 else if (a
->y
> b
->y
)
318 else if (a
->x
< b
->x
)
320 else if (a
->x
> b
->x
)
322 else if (a
->mask
< b
->mask
)
324 else if (a
->mask
> b
->mask
)
332 struct set
*todo_head
, *todo_tail
;
335 static struct setstore
*ss_new(void)
337 struct setstore
*ss
= snew(struct setstore
);
338 ss
->sets
= newtree234(setcmp
);
339 ss
->todo_head
= ss
->todo_tail
= NULL
;
344 * Take two input sets, in the form (x,y,mask). Munge the first by
345 * taking either its intersection with the second or its difference
346 * with the second. Return the new mask part of the first set.
348 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
352 * Adjust the second set so that it has the same x,y
353 * coordinates as the first.
355 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
359 mask2
&= ~(4|32|256);
369 mask2
&= ~(64|128|256);
381 * Invert the second set if `diff' is set (we're after A &~ B
382 * rather than A & B).
388 * Now all that's left is a logical AND.
390 return mask1
& mask2
;
393 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
396 return; /* already on it */
398 #ifdef SOLVER_DIAGNOSTICS
399 printf("adding set on todo list: %d,%d %03x %d\n",
400 s
->x
, s
->y
, s
->mask
, s
->mines
);
403 s
->prev
= ss
->todo_tail
;
413 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
420 * Normalise so that x and y are genuinely the bounding
423 while (!(mask
& (1|8|64)))
425 while (!(mask
& (1|2|4)))
429 * Create a set structure and add it to the tree.
431 s
= snew(struct set
);
437 if (add234(ss
->sets
, s
) != s
) {
439 * This set already existed! Free it and return.
446 * We've added a new set to the tree, so put it on the todo
452 static void ss_remove(struct setstore
*ss
, struct set
*s
)
454 struct set
*next
= s
->next
, *prev
= s
->prev
;
456 #ifdef SOLVER_DIAGNOSTICS
457 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
460 * Remove s from the todo list.
464 else if (s
== ss
->todo_head
)
465 ss
->todo_head
= next
;
469 else if (s
== ss
->todo_tail
)
470 ss
->todo_tail
= prev
;
475 * Remove s from the tree.
480 * Destroy the actual set structure.
486 * Return a dynamically allocated list of all the sets which
487 * overlap a provided input set.
489 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
491 struct set
**ret
= NULL
;
492 int nret
= 0, retsize
= 0;
495 for (xx
= x
-3; xx
< x
+3; xx
++)
496 for (yy
= y
-3; yy
< y
+3; yy
++) {
501 * Find the first set with these top left coordinates.
507 if (findrelpos234(ss
->sets
, &stmp
, NULL
, REL234_GE
, &pos
)) {
508 while ((s
= index234(ss
->sets
, pos
)) != NULL
&&
509 s
->x
== xx
&& s
->y
== yy
) {
511 * This set potentially overlaps the input one.
512 * Compute the intersection to see if they
513 * really overlap, and add it to the list if
516 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
518 * There's an overlap.
520 if (nret
>= retsize
) {
522 ret
= sresize(ret
, retsize
, struct set
*);
532 ret
= sresize(ret
, nret
+1, struct set
*);
539 * Get an element from the head of the set todo list.
541 static struct set
*ss_todo(struct setstore
*ss
)
544 struct set
*ret
= ss
->todo_head
;
545 ss
->todo_head
= ret
->next
;
547 ss
->todo_head
->prev
= NULL
;
549 ss
->todo_tail
= NULL
;
550 ret
->next
= ret
->prev
= NULL
;
563 static void std_add(struct squaretodo
*std
, int i
)
566 std
->next
[std
->tail
] = i
;
573 typedef int (*open_cb
)(void *, int, int);
575 static void known_squares(int w
, int h
, struct squaretodo
*std
,
577 open_cb open
, void *openctx
,
578 int x
, int y
, int mask
, int mine
)
584 for (yy
= 0; yy
< 3; yy
++)
585 for (xx
= 0; xx
< 3; xx
++) {
587 int i
= (y
+ yy
) * w
+ (x
+ xx
);
590 * It's possible that this square is _already_
591 * known, in which case we don't try to add it to
597 grid
[i
] = -1; /* and don't open it! */
599 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
600 assert(grid
[i
] != -1); /* *bang* */
611 * This is data returned from the `perturb' function. It details
612 * which squares have become mines and which have become clear. The
613 * solver is (of course) expected to honourably not use that
614 * knowledge directly, but to efficently adjust its internal data
615 * structures and proceed based on only the information it
618 struct perturbation
{
620 int delta
; /* +1 == become a mine; -1 == cleared */
622 struct perturbations
{
624 struct perturbation
*changes
;
628 * Main solver entry point. You give it a grid of existing
629 * knowledge (-1 for a square known to be a mine, 0-8 for empty
630 * squares with a given number of neighbours, -2 for completely
631 * unknown), plus a function which you can call to open new squares
632 * once you're confident of them. It fills in as much more of the
637 * - -1 means deduction stalled and nothing could be done
638 * - 0 means deduction succeeded fully
639 * - >0 means deduction succeeded but some number of perturbation
640 * steps were required; the exact return value is the number of
644 typedef struct perturbations
*(*perturb_cb
) (void *, signed char *, int, int, int);
646 static int minesolve(int w
, int h
, int n
, signed char *grid
,
649 void *ctx
, random_state
*rs
)
651 struct setstore
*ss
= ss_new();
653 struct squaretodo astd
, *std
= &astd
;
658 * Set up a linked list of squares with known contents, so that
659 * we can process them one by one.
661 std
->next
= snewn(w
*h
, int);
662 std
->head
= std
->tail
= -1;
665 * Initialise that list with all known squares in the input
668 for (y
= 0; y
< h
; y
++) {
669 for (x
= 0; x
< w
; x
++) {
677 * Main deductive loop.
680 int done_something
= FALSE
;
684 * If there are any known squares on the todo list, process
685 * them and construct a set for each.
687 while (std
->head
!= -1) {
689 #ifdef SOLVER_DIAGNOSTICS
690 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
692 std
->head
= std
->next
[i
];
700 int dx
, dy
, mines
, bit
, val
;
701 #ifdef SOLVER_DIAGNOSTICS
702 printf("creating set around this square\n");
705 * Empty square. Construct the set of non-known squares
706 * around this one, and determine its mine count.
711 for (dy
= -1; dy
<= +1; dy
++) {
712 for (dx
= -1; dx
<= +1; dx
++) {
713 #ifdef SOLVER_DIAGNOSTICS
714 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
716 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
717 /* ignore this one */;
718 else if (grid
[i
+dy
*w
+dx
] == -1)
720 else if (grid
[i
+dy
*w
+dx
] == -2)
726 ss_add(ss
, x
-1, y
-1, val
, mines
);
730 * Now, whether the square is empty or full, we must
731 * find any set which contains it and replace it with
732 * one which does not.
735 #ifdef SOLVER_DIAGNOSTICS
736 printf("finding sets containing known square %d,%d\n", x
, y
);
738 list
= ss_overlap(ss
, x
, y
, 1);
740 for (j
= 0; list
[j
]; j
++) {
741 int newmask
, newmines
;
746 * Compute the mask for this set minus the
747 * newly known square.
749 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
752 * Compute the new mine count.
754 newmines
= s
->mines
- (grid
[i
] == -1);
757 * Insert the new set into the collection,
758 * unless it's been whittled right down to
762 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
765 * Destroy the old one; it is actually obsolete.
774 * Marking a fresh square as known certainly counts as
777 done_something
= TRUE
;
781 * Now pick a set off the to-do list and attempt deductions
784 if ((s
= ss_todo(ss
)) != NULL
) {
786 #ifdef SOLVER_DIAGNOSTICS
787 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
790 * Firstly, see if this set has a mine count of zero or
791 * of its own cardinality.
793 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
795 * If so, we can immediately mark all the squares
796 * in the set as known.
798 #ifdef SOLVER_DIAGNOSTICS
801 known_squares(w
, h
, std
, grid
, open
, ctx
,
802 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
805 * Having done that, we need do nothing further
806 * with this set; marking all the squares in it as
807 * known will eventually eliminate it, and will
808 * also permit further deductions about anything
815 * Failing that, we now search through all the sets
816 * which overlap this one.
818 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
820 for (j
= 0; list
[j
]; j
++) {
821 struct set
*s2
= list
[j
];
822 int swing
, s2wing
, swc
, s2wc
;
825 * Find the non-overlapping parts s2-s and s-s2,
826 * and their cardinalities.
828 * I'm going to refer to these parts as `wings'
829 * surrounding the central part common to both
830 * sets. The `s wing' is s-s2; the `s2 wing' is
833 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
835 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
837 swc
= bitcount16(swing
);
838 s2wc
= bitcount16(s2wing
);
841 * If one set has more mines than the other, and
842 * the number of extra mines is equal to the
843 * cardinality of that set's wing, then we can mark
844 * every square in the wing as a known mine, and
845 * every square in the other wing as known clear.
847 if (swc
== s
->mines
- s2
->mines
||
848 s2wc
== s2
->mines
- s
->mines
) {
849 known_squares(w
, h
, std
, grid
, open
, ctx
,
851 (swc
== s
->mines
- s2
->mines
));
852 known_squares(w
, h
, std
, grid
, open
, ctx
,
853 s2
->x
, s2
->y
, s2wing
,
854 (s2wc
== s2
->mines
- s
->mines
));
859 * Failing that, see if one set is a subset of the
860 * other. If so, we can divide up the mine count of
861 * the larger set between the smaller set and its
862 * complement, even if neither smaller set ends up
863 * being immediately clearable.
865 if (swc
== 0 && s2wc
!= 0) {
866 /* s is a subset of s2. */
867 assert(s2
->mines
> s
->mines
);
868 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
869 } else if (s2wc
== 0 && swc
!= 0) {
870 /* s2 is a subset of s. */
871 assert(s
->mines
> s2
->mines
);
872 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
879 * In this situation we have definitely done
880 * _something_, even if it's only reducing the size of
883 done_something
= TRUE
;
886 * We have nothing left on our todo list, which means
887 * all localised deductions have failed. Our next step
888 * is to resort to global deduction based on the total
889 * mine count. This is computationally expensive
890 * compared to any of the above deductions, which is
891 * why we only ever do it when all else fails, so that
892 * hopefully it won't have to happen too often.
894 * If you pass n<0 into this solver, that informs it
895 * that you do not know the total mine count, so it
896 * won't even attempt these deductions.
899 int minesleft
, squaresleft
;
900 int nsets
, setused
[10], cursor
;
903 * Start by scanning the current grid state to work out
904 * how many unknown squares we still have, and how many
905 * mines are to be placed in them.
909 for (i
= 0; i
< w
*h
; i
++) {
912 else if (grid
[i
] == -2)
916 #ifdef SOLVER_DIAGNOSTICS
917 printf("global deduction time: squaresleft=%d minesleft=%d\n",
918 squaresleft
, minesleft
);
919 for (y
= 0; y
< h
; y
++) {
920 for (x
= 0; x
< w
; x
++) {
936 * If there _are_ no unknown squares, we have actually
939 if (squaresleft
== 0) {
940 assert(minesleft
== 0);
945 * First really simple case: if there are no more mines
946 * left, or if there are exactly as many mines left as
947 * squares to play them in, then it's all easy.
949 if (minesleft
== 0 || minesleft
== squaresleft
) {
950 for (i
= 0; i
< w
*h
; i
++)
952 known_squares(w
, h
, std
, grid
, open
, ctx
,
953 i
% w
, i
/ w
, 1, minesleft
!= 0);
954 continue; /* now go back to main deductive loop */
958 * Failing that, we have to do some _real_ work.
959 * Ideally what we do here is to try every single
960 * combination of the currently available sets, in an
961 * attempt to find a disjoint union (i.e. a set of
962 * squares with a known mine count between them) such
963 * that the remaining unknown squares _not_ contained
964 * in that union either contain no mines or are all
967 * Actually enumerating all 2^n possibilities will get
968 * a bit slow for large n, so I artificially cap this
969 * recursion at n=10 to avoid too much pain.
971 nsets
= count234(ss
->sets
);
972 if (nsets
<= lenof(setused
)) {
974 * Doing this with actual recursive function calls
975 * would get fiddly because a load of local
976 * variables from this function would have to be
977 * passed down through the recursion. So instead
978 * I'm going to use a virtual recursion within this
979 * function. The way this works is:
981 * - we have an array `setused', such that
982 * setused[n] is 0 or 1 depending on whether set
983 * n is currently in the union we are
986 * - we have a value `cursor' which indicates how
987 * much of `setused' we have so far filled in.
988 * It's conceptually the recursion depth.
990 * We begin by setting `cursor' to zero. Then:
992 * - if cursor can advance, we advance it by one.
993 * We set the value in `setused' that it went
994 * past to 1 if that set is disjoint from
995 * anything else currently in `setused', or to 0
998 * - If cursor cannot advance because it has
999 * reached the end of the setused list, then we
1000 * have a maximal disjoint union. Check to see
1001 * whether its mine count has any useful
1002 * properties. If so, mark all the squares not
1003 * in the union as known and terminate.
1005 * - If cursor has reached the end of setused and
1006 * the algorithm _hasn't_ terminated, back
1007 * cursor up to the nearest 1, turn it into a 0
1008 * and advance cursor just past it.
1010 * - If we attempt to back up to the nearest 1 and
1011 * there isn't one at all, then we have gone
1012 * through all disjoint unions of sets in the
1013 * list and none of them has been helpful, so we
1016 struct set
*sets
[lenof(setused
)];
1017 for (i
= 0; i
< nsets
; i
++)
1018 sets
[i
] = index234(ss
->sets
, i
);
1023 if (cursor
< nsets
) {
1026 /* See if any existing set overlaps this one. */
1027 for (i
= 0; i
< cursor
; i
++)
1029 setmunge(sets
[cursor
]->x
,
1032 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1040 * We're adding this set to our union,
1041 * so adjust minesleft and squaresleft
1044 minesleft
-= sets
[cursor
]->mines
;
1045 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1048 setused
[cursor
++] = ok
;
1050 #ifdef SOLVER_DIAGNOSTICS
1051 printf("trying a set combination with %d %d\n",
1052 squaresleft
, minesleft
);
1053 #endif /* SOLVER_DIAGNOSTICS */
1056 * We've reached the end. See if we've got
1057 * anything interesting.
1059 if (squaresleft
> 0 &&
1060 (minesleft
== 0 || minesleft
== squaresleft
)) {
1062 * We have! There is at least one
1063 * square not contained within the set
1064 * union we've just found, and we can
1065 * deduce that either all such squares
1066 * are mines or all are not (depending
1067 * on whether minesleft==0). So now all
1068 * we have to do is actually go through
1069 * the grid, find those squares, and
1072 for (i
= 0; i
< w
*h
; i
++)
1073 if (grid
[i
] == -2) {
1077 for (j
= 0; j
< nsets
; j
++)
1079 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1080 sets
[j
]->mask
, x
, y
, 1,
1086 known_squares(w
, h
, std
, grid
,
1088 x
, y
, 1, minesleft
!= 0);
1091 done_something
= TRUE
;
1092 break; /* return to main deductive loop */
1096 * If we reach here, then this union hasn't
1097 * done us any good, so move on to the
1098 * next. Backtrack cursor to the nearest 1,
1099 * change it to a 0 and continue.
1101 while (--cursor
>= 0 && !setused
[cursor
]);
1103 assert(setused
[cursor
]);
1106 * We're removing this set from our
1107 * union, so re-increment minesleft and
1110 minesleft
+= sets
[cursor
]->mines
;
1111 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1113 setused
[cursor
++] = 0;
1116 * We've backtracked all the way to the
1117 * start without finding a single 1,
1118 * which means that our virtual
1119 * recursion is complete and nothing
1134 #ifdef SOLVER_DIAGNOSTICS
1136 * Dump the current known state of the grid.
1138 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1139 for (y
= 0; y
< h
; y
++) {
1140 for (x
= 0; x
< w
; x
++) {
1141 int v
= grid
[y
*w
+x
];
1157 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1158 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1163 * Now we really are at our wits' end as far as solving
1164 * this grid goes. Our only remaining option is to call
1165 * a perturb function and ask it to modify the grid to
1169 struct perturbations
*ret
;
1175 * Choose a set at random from the current selection,
1176 * and ask the perturb function to either fill or empty
1179 * If we have no sets at all, we must give up.
1181 if (count234(ss
->sets
) == 0) {
1182 #ifdef SOLVER_DIAGNOSTICS
1183 printf("perturbing on entire unknown set\n");
1185 ret
= perturb(ctx
, grid
, 0, 0, 0);
1187 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1188 #ifdef SOLVER_DIAGNOSTICS
1189 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1191 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1195 assert(ret
->n
> 0); /* otherwise should have been NULL */
1198 * A number of squares have been fiddled with, and
1199 * the returned structure tells us which. Adjust
1200 * the mine count in any set which overlaps one of
1201 * those squares, and put them back on the to-do
1202 * list. Also, if the square itself is marked as a
1203 * known non-mine, put it back on the squares-to-do
1206 for (i
= 0; i
< ret
->n
; i
++) {
1207 #ifdef SOLVER_DIAGNOSTICS
1208 printf("perturbation %s mine at %d,%d\n",
1209 ret
->changes
[i
].delta
> 0 ? "added" : "removed",
1210 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1213 if (ret
->changes
[i
].delta
< 0 &&
1214 grid
[ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
] != -2) {
1215 std_add(std
, ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
);
1218 list
= ss_overlap(ss
,
1219 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1221 for (j
= 0; list
[j
]; j
++) {
1222 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1223 ss_add_todo(ss
, list
[j
]);
1230 * Now free the returned data.
1232 sfree(ret
->changes
);
1235 #ifdef SOLVER_DIAGNOSTICS
1237 * Dump the current known state of the grid.
1239 printf("state after perturbation:\n");
1240 for (y
= 0; y
< h
; y
++) {
1241 for (x
= 0; x
< w
; x
++) {
1242 int v
= grid
[y
*w
+x
];
1258 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1259 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1264 * And now we can go back round the deductive loop.
1271 * If we get here, even that didn't work (either we didn't
1272 * have a perturb function or it returned failure), so we
1279 * See if we've got any unknown squares left.
1281 for (y
= 0; y
< h
; y
++)
1282 for (x
= 0; x
< w
; x
++)
1283 if (grid
[y
*w
+x
] == -2) {
1284 nperturbs
= -1; /* failed to complete */
1289 * Free the set list and square-todo list.
1293 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1295 freetree234(ss
->sets
);
1303 /* ----------------------------------------------------------------------
1304 * Grid generator which uses the above solver.
1311 int allow_big_perturbs
;
1315 static int mineopen(void *vctx
, int x
, int y
)
1317 struct minectx
*ctx
= (struct minectx
*)vctx
;
1320 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1321 if (ctx
->grid
[y
* ctx
->w
+ x
])
1322 return -1; /* *bang* */
1325 for (i
= -1; i
<= +1; i
++) {
1326 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1328 for (j
= -1; j
<= +1; j
++) {
1329 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1331 if (i
== 0 && j
== 0)
1333 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1341 /* Structure used internally to mineperturb(). */
1343 int x
, y
, type
, random
;
1345 static int squarecmp(const void *av
, const void *bv
)
1347 const struct square
*a
= (const struct square
*)av
;
1348 const struct square
*b
= (const struct square
*)bv
;
1349 if (a
->type
< b
->type
)
1351 else if (a
->type
> b
->type
)
1353 else if (a
->random
< b
->random
)
1355 else if (a
->random
> b
->random
)
1357 else if (a
->y
< b
->y
)
1359 else if (a
->y
> b
->y
)
1361 else if (a
->x
< b
->x
)
1363 else if (a
->x
> b
->x
)
1369 * Normally this function is passed an (x,y,mask) set description.
1370 * On occasions, though, there is no _localised_ set being used,
1371 * and the set being perturbed is supposed to be the entirety of
1372 * the unreachable area. This is signified by the special case
1373 * mask==0: in this case, anything labelled -2 in the grid is part
1376 * Allowing perturbation in this special case appears to make it
1377 * guaranteeably possible to generate a workable grid for any mine
1378 * density, but they tend to be a bit boring, with mines packed
1379 * densely into far corners of the grid and the remainder being
1380 * less dense than one might like. Therefore, to improve overall
1381 * grid quality I disable this feature for the first few attempts,
1382 * and fall back to it after no useful grid has been generated.
1384 static struct perturbations
*mineperturb(void *vctx
, signed char *grid
,
1385 int setx
, int sety
, int mask
)
1387 struct minectx
*ctx
= (struct minectx
*)vctx
;
1388 struct square
*sqlist
;
1389 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1390 struct square
**tofill
, **toempty
, **todo
;
1391 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1392 struct perturbations
*ret
;
1395 if (!mask
&& !ctx
->allow_big_perturbs
)
1399 * Make a list of all the squares in the grid which we can
1400 * possibly use. This list should be in preference order, which
1403 * - first, unknown squares on the boundary of known space
1404 * - next, unknown squares beyond that boundary
1405 * - as a very last resort, known squares, but not within one
1406 * square of the starting position.
1408 * Each of these sections needs to be shuffled independently.
1409 * We do this by preparing list of all squares and then sorting
1410 * it with a random secondary key.
1412 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1414 for (y
= 0; y
< ctx
->h
; y
++)
1415 for (x
= 0; x
< ctx
->w
; x
++) {
1417 * If this square is too near the starting position,
1418 * don't put it on the list at all.
1420 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1424 * If this square is in the input set, also don't put
1427 if ((mask
== 0 && grid
[y
*ctx
->w
+x
] == -2) ||
1428 (x
>= setx
&& x
< setx
+ 3 &&
1429 y
>= sety
&& y
< sety
+ 3 &&
1430 mask
& (1 << ((y
-sety
)*3+(x
-setx
)))))
1436 if (grid
[y
*ctx
->w
+x
] != -2) {
1437 sqlist
[n
].type
= 3; /* known square */
1440 * Unknown square. Examine everything around it and
1441 * see if it borders on any known squares. If it
1442 * does, it's class 1, otherwise it's 2.
1447 for (dy
= -1; dy
<= +1; dy
++)
1448 for (dx
= -1; dx
<= +1; dx
++)
1449 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1450 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1451 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1458 * Finally, a random number to cause qsort to
1459 * shuffle within each group.
1461 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1466 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1469 * Now count up the number of full and empty squares in the set
1470 * we've been provided.
1474 for (dy
= 0; dy
< 3; dy
++)
1475 for (dx
= 0; dx
< 3; dx
++)
1476 if (mask
& (1 << (dy
*3+dx
))) {
1477 assert(setx
+dx
<= ctx
->w
);
1478 assert(sety
+dy
<= ctx
->h
);
1479 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1485 for (y
= 0; y
< ctx
->h
; y
++)
1486 for (x
= 0; x
< ctx
->w
; x
++)
1487 if (grid
[y
*ctx
->w
+x
] == -2) {
1488 if (ctx
->grid
[y
*ctx
->w
+x
])
1496 * Now go through our sorted list until we find either `nfull'
1497 * empty squares, or `nempty' full squares; these will be
1498 * swapped with the appropriate squares in the set to either
1499 * fill or empty the set while keeping the same number of mines
1502 ntofill
= ntoempty
= 0;
1504 tofill
= snewn(9, struct square
*);
1505 toempty
= snewn(9, struct square
*);
1507 tofill
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1508 toempty
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1510 for (i
= 0; i
< n
; i
++) {
1511 struct square
*sq
= &sqlist
[i
];
1512 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1513 toempty
[ntoempty
++] = sq
;
1515 tofill
[ntofill
++] = sq
;
1516 if (ntofill
== nfull
|| ntoempty
== nempty
)
1521 * If we haven't found enough empty squares outside the set to
1522 * empty it into _or_ enough full squares outside it to fill it
1523 * up with, we'll have to settle for doing only a partial job.
1524 * In this case we choose to always _fill_ the set (because
1525 * this case will tend to crop up when we're working with very
1526 * high mine densities and the only way to get a solvable grid
1527 * is going to be to pack most of the mines solidly around the
1528 * edges). So now our job is to make a list of the empty
1529 * squares in the set, and shuffle that list so that we fill a
1530 * random selection of them.
1532 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1535 assert(ntoempty
!= 0);
1537 setlist
= snewn(ctx
->w
* ctx
->h
, int);
1540 for (dy
= 0; dy
< 3; dy
++)
1541 for (dx
= 0; dx
< 3; dx
++)
1542 if (mask
& (1 << (dy
*3+dx
))) {
1543 assert(setx
+dx
<= ctx
->w
);
1544 assert(sety
+dy
<= ctx
->h
);
1545 if (!ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1546 setlist
[i
++] = (sety
+dy
)*ctx
->w
+(setx
+dx
);
1549 for (y
= 0; y
< ctx
->h
; y
++)
1550 for (x
= 0; x
< ctx
->w
; x
++)
1551 if (grid
[y
*ctx
->w
+x
] == -2) {
1552 if (!ctx
->grid
[y
*ctx
->w
+x
])
1553 setlist
[i
++] = y
*ctx
->w
+x
;
1556 assert(i
> ntoempty
);
1558 * Now pick `ntoempty' items at random from the list.
1560 for (k
= 0; k
< ntoempty
; k
++) {
1561 int index
= k
+ random_upto(ctx
->rs
, i
- k
);
1565 setlist
[k
] = setlist
[index
];
1566 setlist
[index
] = tmp
;
1572 * Now we're pretty much there. We need to either
1573 * (a) put a mine in each of the empty squares in the set, and
1574 * take one out of each square in `toempty'
1575 * (b) take a mine out of each of the full squares in the set,
1576 * and put one in each square in `tofill'
1577 * depending on which one we've found enough squares to do.
1579 * So we start by constructing our list of changes to return to
1580 * the solver, so that it can update its data structures
1581 * efficiently rather than having to rescan the whole grid.
1583 ret
= snew(struct perturbations
);
1584 if (ntofill
== nfull
) {
1592 * (We also fall into this case if we've constructed a
1602 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1603 for (i
= 0; i
< ntodo
; i
++) {
1604 ret
->changes
[i
].x
= todo
[i
]->x
;
1605 ret
->changes
[i
].y
= todo
[i
]->y
;
1606 ret
->changes
[i
].delta
= dtodo
;
1608 /* now i == ntodo */
1611 assert(todo
== toempty
);
1612 for (j
= 0; j
< ntoempty
; j
++) {
1613 ret
->changes
[i
].x
= setlist
[j
] % ctx
->w
;
1614 ret
->changes
[i
].y
= setlist
[j
] / ctx
->w
;
1615 ret
->changes
[i
].delta
= dset
;
1620 for (dy
= 0; dy
< 3; dy
++)
1621 for (dx
= 0; dx
< 3; dx
++)
1622 if (mask
& (1 << (dy
*3+dx
))) {
1623 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ? +1 : -1);
1624 if (dset
== -currval
) {
1625 ret
->changes
[i
].x
= setx
+ dx
;
1626 ret
->changes
[i
].y
= sety
+ dy
;
1627 ret
->changes
[i
].delta
= dset
;
1632 for (y
= 0; y
< ctx
->h
; y
++)
1633 for (x
= 0; x
< ctx
->w
; x
++)
1634 if (grid
[y
*ctx
->w
+x
] == -2) {
1635 int currval
= (ctx
->grid
[y
*ctx
->w
+x
] ? +1 : -1);
1636 if (dset
== -currval
) {
1637 ret
->changes
[i
].x
= x
;
1638 ret
->changes
[i
].y
= y
;
1639 ret
->changes
[i
].delta
= dset
;
1644 assert(i
== ret
->n
);
1650 * Having set up the precise list of changes we're going to
1651 * make, we now simply make them and return.
1653 for (i
= 0; i
< ret
->n
; i
++) {
1656 x
= ret
->changes
[i
].x
;
1657 y
= ret
->changes
[i
].y
;
1658 delta
= ret
->changes
[i
].delta
;
1661 * Check we're not trying to add an existing mine or remove
1664 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1667 * Actually make the change.
1669 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1672 * Update any numbers already present in the grid.
1674 for (dy
= -1; dy
<= +1; dy
++)
1675 for (dx
= -1; dx
<= +1; dx
++)
1676 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1677 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1678 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1679 if (dx
== 0 && dy
== 0) {
1681 * The square itself is marked as known in
1682 * the grid. Mark it as a mine if it's a
1683 * mine, or else work out its number.
1686 grid
[y
*ctx
->w
+x
] = -1;
1688 int dx2
, dy2
, minecount
= 0;
1689 for (dy2
= -1; dy2
<= +1; dy2
++)
1690 for (dx2
= -1; dx2
<= +1; dx2
++)
1691 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1692 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1693 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1695 grid
[y
*ctx
->w
+x
] = minecount
;
1698 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1699 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1704 #ifdef GENERATION_DIAGNOSTICS
1707 printf("grid after perturbing:\n");
1708 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1709 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1710 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1711 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1729 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1732 char *ret
= snewn(w
*h
, char);
1740 memset(ret
, 0, w
*h
);
1743 * Start by placing n mines, none of which is at x,y or within
1747 int *tmp
= snewn(w
*h
, int);
1751 * Write down the list of possible mine locations.
1754 for (i
= 0; i
< h
; i
++)
1755 for (j
= 0; j
< w
; j
++)
1756 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1760 * Now pick n off the list at random.
1764 i
= random_upto(rs
, k
);
1772 #ifdef GENERATION_DIAGNOSTICS
1775 printf("grid after initial generation:\n");
1776 for (yy
= 0; yy
< h
; yy
++) {
1777 for (xx
= 0; xx
< w
; xx
++) {
1778 int v
= ret
[yy
*w
+xx
];
1779 if (yy
== y
&& xx
== x
) {
1795 * Now set up a results grid to run the solver in, and a
1796 * context for the solver to open squares. Then run the solver
1797 * repeatedly; if the number of perturb steps ever goes up or
1798 * it ever returns -1, give up completely.
1800 * We bypass this bit if we're not after a unique grid.
1803 signed char *solvegrid
= snewn(w
*h
, signed char);
1804 struct minectx actx
, *ctx
= &actx
;
1805 int solveret
, prevret
= -2;
1813 ctx
->allow_big_perturbs
= (ntries
> 100);
1816 memset(solvegrid
, -2, w
*h
);
1817 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1818 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1821 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1822 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1825 } else if (solveret
== 0) {
1841 static char *describe_layout(char *grid
, int area
, int x
, int y
,
1849 * Set up the mine bitmap and obfuscate it.
1851 bmp
= snewn((area
+ 7) / 8, unsigned char);
1852 memset(bmp
, 0, (area
+ 7) / 8);
1853 for (i
= 0; i
< area
; i
++) {
1855 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
1858 obfuscate_bitmap(bmp
, area
, FALSE
);
1861 * Now encode the resulting bitmap in hex. We can work to
1862 * nibble rather than byte granularity, since the obfuscation
1863 * function guarantees to return a bit string of the same
1864 * length as its input.
1866 ret
= snewn((area
+3)/4 + 100, char);
1867 p
= ret
+ sprintf(ret
, "%d,%d,%s", x
, y
,
1868 obfuscate
? "m" : "u"); /* 'm' == masked */
1869 for (i
= 0; i
< (area
+3)/4; i
++) {
1873 *p
++ = "0123456789abcdef"[v
& 0xF];
1882 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1883 random_state
*rs
, char **game_desc
)
1887 #ifdef TEST_OBFUSCATION
1888 static int tested_obfuscation
= FALSE
;
1889 if (!tested_obfuscation
) {
1891 * A few simple test vectors for the obfuscator.
1893 * First test: the 28-bit stream 1234567. This divides up
1894 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1895 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1896 * we XOR the 16-bit string 15CE into the input 1234 to get
1897 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1898 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1899 * 12-bit string 337 into the input 567 to get 650. Thus
1900 * our output is 07FA650.
1903 unsigned char bmp1
[] = "\x12\x34\x56\x70";
1904 obfuscate_bitmap(bmp1
, 28, FALSE
);
1905 printf("test 1 encode: %s\n",
1906 memcmp(bmp1
, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
1907 obfuscate_bitmap(bmp1
, 28, TRUE
);
1908 printf("test 1 decode: %s\n",
1909 memcmp(bmp1
, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
1912 * Second test: a long string to make sure we switch from
1913 * one SHA to the next correctly. My input string this time
1914 * is simply fifty bytes of zeroes.
1917 unsigned char bmp2
[50];
1918 unsigned char bmp2a
[50];
1919 memset(bmp2
, 0, 50);
1920 memset(bmp2a
, 0, 50);
1921 obfuscate_bitmap(bmp2
, 50 * 8, FALSE
);
1923 * SHA of twenty-five zero bytes plus "0" is
1924 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1925 * twenty-five zero bytes plus "1" is
1926 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1927 * first half becomes
1928 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1930 * SHA of that lot plus "0" is
1931 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1932 * same string plus "1" is
1933 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1934 * second half becomes
1935 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1937 printf("test 2 encode: %s\n",
1938 memcmp(bmp2
, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1939 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1940 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1941 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1942 "\xd8\xdf\x78", 50) ? "failed" : "passed");
1943 obfuscate_bitmap(bmp2
, 50 * 8, TRUE
);
1944 printf("test 2 decode: %s\n",
1945 memcmp(bmp2
, bmp2a
, 50) ? "failed" : "passed");
1950 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
1953 *game_desc
= describe_layout(grid
, w
* h
, x
, y
, TRUE
);
1958 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1959 char **aux
, int interactive
)
1962 * We generate the coordinates of an initial click even if they
1963 * aren't actually used. This has the effect of harmonising the
1964 * random number usage between interactive and batch use: if
1965 * you use `mines --generate' with an explicit random seed, you
1966 * should get exactly the same results as if you type the same
1967 * random seed into the interactive game and click in the same
1968 * initial location. (Of course you won't get the same grid if
1969 * you click in a _different_ initial location, but there's
1970 * nothing to be done about that.)
1972 int x
= random_upto(rs
, params
->w
);
1973 int y
= random_upto(rs
, params
->h
);
1977 * For batch-generated grids, pre-open one square.
1982 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
1983 x
, y
, params
->unique
, rs
, &desc
);
1987 char *rsdesc
, *desc
;
1989 rsdesc
= random_state_encode(rs
);
1990 desc
= snewn(strlen(rsdesc
) + 100, char);
1991 sprintf(desc
, "r%d,%c,%s", params
->n
, (char)(params
->unique
? 'u' : 'a'), rsdesc
);
1997 static char *validate_desc(game_params
*params
, char *desc
)
1999 int wh
= params
->w
* params
->h
;
2004 if (!*desc
|| !isdigit((unsigned char)*desc
))
2005 return "No initial mine count in game description";
2006 while (*desc
&& isdigit((unsigned char)*desc
))
2007 desc
++; /* skip over mine count */
2009 return "No ',' after initial x-coordinate in game description";
2011 if (*desc
!= 'u' && *desc
!= 'a')
2012 return "No uniqueness specifier in game description";
2015 return "No ',' after uniqueness specifier in game description";
2016 /* now ignore the rest */
2018 if (*desc
&& isdigit((unsigned char)*desc
)) {
2020 if (x
< 0 || x
>= params
->w
)
2021 return "Initial x-coordinate was out of range";
2022 while (*desc
&& isdigit((unsigned char)*desc
))
2023 desc
++; /* skip over x coordinate */
2025 return "No ',' after initial x-coordinate in game description";
2026 desc
++; /* eat comma */
2027 if (!*desc
|| !isdigit((unsigned char)*desc
))
2028 return "No initial y-coordinate in game description";
2030 if (y
< 0 || y
>= params
->h
)
2031 return "Initial y-coordinate was out of range";
2032 while (*desc
&& isdigit((unsigned char)*desc
))
2033 desc
++; /* skip over y coordinate */
2035 return "No ',' after initial y-coordinate in game description";
2036 desc
++; /* eat comma */
2038 /* eat `m' for `masked' or `u' for `unmasked', if present */
2039 if (*desc
== 'm' || *desc
== 'u')
2041 /* now just check length of remainder */
2042 if (strlen(desc
) != (wh
+3)/4)
2043 return "Game description is wrong length";
2049 static int open_square(game_state
*state
, int x
, int y
)
2051 int w
= state
->w
, h
= state
->h
;
2052 int xx
, yy
, nmines
, ncovered
;
2054 if (!state
->layout
->mines
) {
2056 * We have a preliminary game in which the mine layout
2057 * hasn't been generated yet. Generate it based on the
2058 * initial click location.
2060 char *desc
, *privdesc
;
2061 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
2062 x
, y
, state
->layout
->unique
,
2066 * Find the trailing substring of the game description
2067 * corresponding to just the mine layout; we will use this
2068 * as our second `private' game ID for serialisation.
2071 while (*privdesc
&& isdigit((unsigned char)*privdesc
)) privdesc
++;
2072 if (*privdesc
== ',') privdesc
++;
2073 while (*privdesc
&& isdigit((unsigned char)*privdesc
)) privdesc
++;
2074 if (*privdesc
== ',') privdesc
++;
2075 assert(*privdesc
== 'm');
2076 midend_supersede_game_desc(state
->layout
->me
, desc
, privdesc
);
2078 random_free(state
->layout
->rs
);
2079 state
->layout
->rs
= NULL
;
2082 if (state
->layout
->mines
[y
*w
+x
]) {
2084 * The player has landed on a mine. Bad luck. Expose the
2085 * mine that killed them, but not the rest (in case they
2086 * want to Undo and carry on playing).
2089 state
->grid
[y
*w
+x
] = 65;
2094 * Otherwise, the player has opened a safe square. Mark it to-do.
2096 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
2099 * Now go through the grid finding all `todo' values and
2100 * opening them. Every time one of them turns out to have no
2101 * neighbouring mines, we add all its unopened neighbours to
2104 * FIXME: We really ought to be able to do this better than
2105 * using repeated N^2 scans of the grid.
2108 int done_something
= FALSE
;
2110 for (yy
= 0; yy
< h
; yy
++)
2111 for (xx
= 0; xx
< w
; xx
++)
2112 if (state
->grid
[yy
*w
+xx
] == -10) {
2115 assert(!state
->layout
->mines
[yy
*w
+xx
]);
2119 for (dx
= -1; dx
<= +1; dx
++)
2120 for (dy
= -1; dy
<= +1; dy
++)
2121 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2122 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2123 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2126 state
->grid
[yy
*w
+xx
] = v
;
2129 for (dx
= -1; dx
<= +1; dx
++)
2130 for (dy
= -1; dy
<= +1; dy
++)
2131 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2132 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2133 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2134 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2137 done_something
= TRUE
;
2140 if (!done_something
)
2145 * Finally, scan the grid and see if exactly as many squares
2146 * are still covered as there are mines. If so, set the `won'
2147 * flag and fill in mine markers on all covered squares.
2149 nmines
= ncovered
= 0;
2150 for (yy
= 0; yy
< h
; yy
++)
2151 for (xx
= 0; xx
< w
; xx
++) {
2152 if (state
->grid
[yy
*w
+xx
] < 0)
2154 if (state
->layout
->mines
[yy
*w
+xx
])
2157 assert(ncovered
>= nmines
);
2158 if (ncovered
== nmines
) {
2159 for (yy
= 0; yy
< h
; yy
++)
2160 for (xx
= 0; xx
< w
; xx
++) {
2161 if (state
->grid
[yy
*w
+xx
] < 0)
2162 state
->grid
[yy
*w
+xx
] = -1;
2170 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
2172 game_state
*state
= snew(game_state
);
2173 int i
, wh
, x
, y
, masked
;
2176 state
->w
= params
->w
;
2177 state
->h
= params
->h
;
2178 state
->n
= params
->n
;
2179 state
->dead
= state
->won
= FALSE
;
2180 state
->used_solve
= FALSE
;
2182 wh
= state
->w
* state
->h
;
2184 state
->layout
= snew(struct mine_layout
);
2185 memset(state
->layout
, 0, sizeof(struct mine_layout
));
2186 state
->layout
->refcount
= 1;
2188 state
->grid
= snewn(wh
, signed char);
2189 memset(state
->grid
, -2, wh
);
2193 state
->layout
->n
= atoi(desc
);
2194 while (*desc
&& isdigit((unsigned char)*desc
))
2195 desc
++; /* skip over mine count */
2196 if (*desc
) desc
++; /* eat comma */
2198 state
->layout
->unique
= FALSE
;
2200 state
->layout
->unique
= TRUE
;
2202 if (*desc
) desc
++; /* eat comma */
2204 state
->layout
->mines
= NULL
;
2205 state
->layout
->rs
= random_state_decode(desc
);
2206 state
->layout
->me
= me
;
2209 state
->layout
->rs
= NULL
;
2210 state
->layout
->me
= NULL
;
2211 state
->layout
->mines
= snewn(wh
, char);
2213 if (*desc
&& isdigit((unsigned char)*desc
)) {
2215 while (*desc
&& isdigit((unsigned char)*desc
))
2216 desc
++; /* skip over x coordinate */
2217 if (*desc
) desc
++; /* eat comma */
2219 while (*desc
&& isdigit((unsigned char)*desc
))
2220 desc
++; /* skip over y coordinate */
2221 if (*desc
) desc
++; /* eat comma */
2233 * We permit game IDs to be entered by hand without the
2234 * masking transformation.
2239 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2240 memset(bmp
, 0, (wh
+ 7) / 8);
2241 for (i
= 0; i
< (wh
+3)/4; i
++) {
2245 assert(c
!= 0); /* validate_desc should have caught */
2246 if (c
>= '0' && c
<= '9')
2248 else if (c
>= 'a' && c
<= 'f')
2250 else if (c
>= 'A' && c
<= 'F')
2255 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2259 obfuscate_bitmap(bmp
, wh
, TRUE
);
2261 memset(state
->layout
->mines
, 0, wh
);
2262 for (i
= 0; i
< wh
; i
++) {
2263 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2264 state
->layout
->mines
[i
] = 1;
2267 if (x
>= 0 && y
>= 0)
2268 open_square(state
, x
, y
);
2275 static game_state
*dup_game(game_state
*state
)
2277 game_state
*ret
= snew(game_state
);
2282 ret
->dead
= state
->dead
;
2283 ret
->won
= state
->won
;
2284 ret
->used_solve
= state
->used_solve
;
2285 ret
->layout
= state
->layout
;
2286 ret
->layout
->refcount
++;
2287 ret
->grid
= snewn(ret
->w
* ret
->h
, signed char);
2288 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2293 static void free_game(game_state
*state
)
2295 if (--state
->layout
->refcount
<= 0) {
2296 sfree(state
->layout
->mines
);
2297 if (state
->layout
->rs
)
2298 random_free(state
->layout
->rs
);
2299 sfree(state
->layout
);
2305 static char *solve_game(game_state
*state
, game_state
*currstate
,
2306 char *aux
, char **error
)
2308 if (!state
->layout
->mines
) {
2309 *error
= "Game has not been started yet";
2316 static int game_can_format_as_text_now(game_params
*params
)
2321 static char *game_text_format(game_state
*state
)
2326 ret
= snewn((state
->w
+ 1) * state
->h
+ 1, char);
2327 for (y
= 0; y
< state
->h
; y
++) {
2328 for (x
= 0; x
< state
->w
; x
++) {
2329 int v
= state
->grid
[y
*state
->w
+x
];
2332 else if (v
>= 1 && v
<= 8)
2336 else if (v
== -2 || v
== -3)
2340 ret
[y
* (state
->w
+1) + x
] = v
;
2342 ret
[y
* (state
->w
+1) + state
->w
] = '\n';
2344 ret
[(state
->w
+ 1) * state
->h
] = '\0';
2350 int hx
, hy
, hradius
; /* for mouse-down highlights */
2353 int deaths
, completed
;
2354 int cur_x
, cur_y
, cur_visible
;
2357 static game_ui
*new_ui(game_state
*state
)
2359 game_ui
*ui
= snew(game_ui
);
2360 ui
->hx
= ui
->hy
= -1;
2361 ui
->hradius
= ui
->validradius
= 0;
2363 ui
->completed
= FALSE
;
2364 ui
->flash_is_death
= FALSE
; /* *shrug* */
2365 ui
->cur_x
= ui
->cur_y
= ui
->cur_visible
= 0;
2369 static void free_ui(game_ui
*ui
)
2374 static char *encode_ui(game_ui
*ui
)
2378 * The deaths counter and completion status need preserving
2379 * across a serialisation.
2381 sprintf(buf
, "D%d", ui
->deaths
);
2387 static void decode_ui(game_ui
*ui
, char *encoding
)
2390 sscanf(encoding
, "D%d%n", &ui
->deaths
, &p
);
2391 if (encoding
[p
] == 'C')
2392 ui
->completed
= TRUE
;
2395 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2396 game_state
*newstate
)
2399 ui
->completed
= TRUE
;
2402 struct game_drawstate
{
2403 int w
, h
, started
, tilesize
, bg
;
2406 * Items in this `grid' array have all the same values as in
2407 * the game_state grid, and in addition:
2409 * - -10 means the tile was drawn `specially' as a result of a
2410 * flash, so it will always need redrawing.
2412 * - -22 and -23 mean the tile is highlighted for a possible
2415 int cur_x
, cur_y
; /* -1, -1 for no cursor displayed. */
2418 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2419 int x
, int y
, int button
)
2424 if (from
->dead
|| from
->won
)
2425 return NULL
; /* no further moves permitted */
2430 if (IS_CURSOR_MOVE(button
)) {
2431 move_cursor(button
, &ui
->cur_x
, &ui
->cur_y
, from
->w
, from
->h
, 0);
2432 ui
->cur_visible
= 1;
2435 if (IS_CURSOR_SELECT(button
)) {
2436 int v
= from
->grid
[ui
->cur_y
* from
->w
+ ui
->cur_x
];
2438 if (!ui
->cur_visible
) {
2439 ui
->cur_visible
= 1;
2442 if (button
== CURSOR_SELECT2
) {
2443 /* As for RIGHT_BUTTON; only works on covered square. */
2444 if (v
!= -2 && v
!= -1)
2446 sprintf(buf
, "F%d,%d", ui
->cur_x
, ui
->cur_y
);
2449 /* Otherwise, treat as LEFT_BUTTON, for a single square. */
2450 if (v
== -2 || v
== -3) {
2451 if (from
->layout
->mines
&&
2452 from
->layout
->mines
[ui
->cur_y
* from
->w
+ ui
->cur_x
])
2455 sprintf(buf
, "O%d,%d", ui
->cur_x
, ui
->cur_y
);
2458 cx
= ui
->cur_x
; cy
= ui
->cur_y
;
2459 ui
->validradius
= 1;
2463 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
||
2464 button
== MIDDLE_BUTTON
|| button
== MIDDLE_DRAG
) {
2465 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2469 * Mouse-downs and mouse-drags just cause highlighting
2474 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ? 1 : 0);
2475 if (button
== LEFT_BUTTON
)
2476 ui
->validradius
= ui
->hradius
;
2477 else if (button
== MIDDLE_BUTTON
)
2478 ui
->validradius
= 1;
2479 ui
->cur_visible
= 0;
2483 if (button
== RIGHT_BUTTON
) {
2484 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2488 * Right-clicking only works on a covered square, and it
2489 * toggles between -1 (marked as mine) and -2 (not marked
2492 * FIXME: question marks.
2494 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2495 from
->grid
[cy
* from
->w
+ cx
] != -1)
2498 sprintf(buf
, "F%d,%d", cx
, cy
);
2502 if (button
== LEFT_RELEASE
|| button
== MIDDLE_RELEASE
) {
2503 ui
->hx
= ui
->hy
= -1;
2507 * At this stage we must never return NULL: we have adjusted
2508 * the ui, so at worst we return "".
2510 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2514 * Left-clicking on a covered square opens a tile. Not
2515 * permitted if the tile is marked as a mine, for safety.
2516 * (Unmark it and _then_ open it.)
2518 if (button
== LEFT_RELEASE
&&
2519 (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2520 from
->grid
[cy
* from
->w
+ cx
] == -3) &&
2521 ui
->validradius
== 0) {
2522 /* Check if you've killed yourself. */
2523 if (from
->layout
->mines
&& from
->layout
->mines
[cy
* from
->w
+ cx
])
2526 sprintf(buf
, "O%d,%d", cx
, cy
);
2536 * Left-clicking or middle-clicking on an uncovered tile:
2537 * first we check to see if the number of mine markers
2538 * surrounding the tile is equal to its mine count, and if
2539 * so then we open all other surrounding squares.
2541 if (from
->grid
[cy
* from
->w
+ cx
] > 0 && ui
->validradius
== 1) {
2544 /* Count mine markers. */
2546 for (dy
= -1; dy
<= +1; dy
++)
2547 for (dx
= -1; dx
<= +1; dx
++)
2548 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2549 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2550 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2554 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2557 * Now see if any of the squares we're clearing
2558 * contains a mine (which will happen iff you've
2559 * incorrectly marked the mines around the clicked
2560 * square). If so, we open _just_ those squares, to
2561 * reveal as little additional information as we
2567 for (dy
= -1; dy
<= +1; dy
++)
2568 for (dx
= -1; dx
<= +1; dx
++)
2569 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2570 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2571 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] != -1 &&
2572 from
->layout
->mines
&&
2573 from
->layout
->mines
[(cy
+dy
)*from
->w
+(cx
+dx
)]) {
2574 p
+= sprintf(p
, "%sO%d,%d", sep
, cx
+dx
, cy
+dy
);
2582 sprintf(buf
, "C%d,%d", cx
, cy
);
2593 static game_state
*execute_move(game_state
*from
, char *move
)
2598 if (!strcmp(move
, "S")) {
2600 * Simply expose the entire grid as if it were a completed
2605 ret
= dup_game(from
);
2606 for (yy
= 0; yy
< ret
->h
; yy
++)
2607 for (xx
= 0; xx
< ret
->w
; xx
++) {
2609 if (ret
->layout
->mines
[yy
*ret
->w
+xx
]) {
2610 ret
->grid
[yy
*ret
->w
+xx
] = -1;
2616 for (dx
= -1; dx
<= +1; dx
++)
2617 for (dy
= -1; dy
<= +1; dy
++)
2618 if (xx
+dx
>= 0 && xx
+dx
< ret
->w
&&
2619 yy
+dy
>= 0 && yy
+dy
< ret
->h
&&
2620 ret
->layout
->mines
[(yy
+dy
)*ret
->w
+(xx
+dx
)])
2623 ret
->grid
[yy
*ret
->w
+xx
] = v
;
2626 ret
->used_solve
= TRUE
;
2631 ret
= dup_game(from
);
2634 if (move
[0] == 'F' &&
2635 sscanf(move
+1, "%d,%d", &cx
, &cy
) == 2 &&
2636 cx
>= 0 && cx
< from
->w
&& cy
>= 0 && cy
< from
->h
) {
2637 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2638 } else if (move
[0] == 'O' &&
2639 sscanf(move
+1, "%d,%d", &cx
, &cy
) == 2 &&
2640 cx
>= 0 && cx
< from
->w
&& cy
>= 0 && cy
< from
->h
) {
2641 open_square(ret
, cx
, cy
);
2642 } else if (move
[0] == 'C' &&
2643 sscanf(move
+1, "%d,%d", &cx
, &cy
) == 2 &&
2644 cx
>= 0 && cx
< from
->w
&& cy
>= 0 && cy
< from
->h
) {
2647 for (dy
= -1; dy
<= +1; dy
++)
2648 for (dx
= -1; dx
<= +1; dx
++)
2649 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2650 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2651 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2652 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2653 open_square(ret
, cx
+dx
, cy
+dy
);
2659 while (*move
&& *move
!= ';') move
++;
2667 /* ----------------------------------------------------------------------
2671 static void game_compute_size(game_params
*params
, int tilesize
,
2674 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2675 struct { int tilesize
; } ads
, *ds
= &ads
;
2676 ads
.tilesize
= tilesize
;
2678 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2679 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2682 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2683 game_params
*params
, int tilesize
)
2685 ds
->tilesize
= tilesize
;
2688 static float *game_colours(frontend
*fe
, int *ncolours
)
2690 float *ret
= snewn(3 * NCOLOURS
, float);
2692 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2694 ret
[COL_BACKGROUND2
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 19.0F
/ 20.0F
;
2695 ret
[COL_BACKGROUND2
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 19.0F
/ 20.0F
;
2696 ret
[COL_BACKGROUND2
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 19.0F
/ 20.0F
;
2698 ret
[COL_1
* 3 + 0] = 0.0F
;
2699 ret
[COL_1
* 3 + 1] = 0.0F
;
2700 ret
[COL_1
* 3 + 2] = 1.0F
;
2702 ret
[COL_2
* 3 + 0] = 0.0F
;
2703 ret
[COL_2
* 3 + 1] = 0.5F
;
2704 ret
[COL_2
* 3 + 2] = 0.0F
;
2706 ret
[COL_3
* 3 + 0] = 1.0F
;
2707 ret
[COL_3
* 3 + 1] = 0.0F
;
2708 ret
[COL_3
* 3 + 2] = 0.0F
;
2710 ret
[COL_4
* 3 + 0] = 0.0F
;
2711 ret
[COL_4
* 3 + 1] = 0.0F
;
2712 ret
[COL_4
* 3 + 2] = 0.5F
;
2714 ret
[COL_5
* 3 + 0] = 0.5F
;
2715 ret
[COL_5
* 3 + 1] = 0.0F
;
2716 ret
[COL_5
* 3 + 2] = 0.0F
;
2718 ret
[COL_6
* 3 + 0] = 0.0F
;
2719 ret
[COL_6
* 3 + 1] = 0.5F
;
2720 ret
[COL_6
* 3 + 2] = 0.5F
;
2722 ret
[COL_7
* 3 + 0] = 0.0F
;
2723 ret
[COL_7
* 3 + 1] = 0.0F
;
2724 ret
[COL_7
* 3 + 2] = 0.0F
;
2726 ret
[COL_8
* 3 + 0] = 0.5F
;
2727 ret
[COL_8
* 3 + 1] = 0.5F
;
2728 ret
[COL_8
* 3 + 2] = 0.5F
;
2730 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2731 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2732 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2734 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2735 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2736 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2738 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2739 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2740 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2742 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2743 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2744 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2746 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2747 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2748 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2750 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2751 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2752 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2754 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2755 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2756 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2758 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0F
/ 3.0F
;
2759 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0F
/ 3.0F
;
2760 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0F
/ 3.0F
;
2762 ret
[COL_WRONGNUMBER
* 3 + 0] = 1.0F
;
2763 ret
[COL_WRONGNUMBER
* 3 + 1] = 0.6F
;
2764 ret
[COL_WRONGNUMBER
* 3 + 2] = 0.6F
;
2766 /* Red tinge to a light colour, for the cursor. */
2767 ret
[COL_CURSOR
* 3 + 0] = ret
[COL_HIGHLIGHT
* 3 + 0];
2768 ret
[COL_CURSOR
* 3 + 1] = ret
[COL_HIGHLIGHT
* 3 + 0] / 2.0F
;
2769 ret
[COL_CURSOR
* 3 + 2] = ret
[COL_HIGHLIGHT
* 3 + 0] / 2.0F
;
2771 *ncolours
= NCOLOURS
;
2775 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2777 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2781 ds
->started
= FALSE
;
2782 ds
->tilesize
= 0; /* not decided yet */
2783 ds
->grid
= snewn(ds
->w
* ds
->h
, signed char);
2785 ds
->cur_x
= ds
->cur_y
= -1;
2787 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2792 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2798 static void draw_tile(drawing
*dr
, game_drawstate
*ds
,
2799 int x
, int y
, int v
, int bg
)
2805 if (v
== -22 || v
== -23) {
2809 * Omit the highlights in this case.
2811 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2812 bg
== COL_BACKGROUND
? COL_BACKGROUND2
: bg
);
2813 draw_line(dr
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2814 draw_line(dr
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2817 * Draw highlights to indicate the square is covered.
2819 coords
[0] = x
+ TILE_SIZE
- 1;
2820 coords
[1] = y
+ TILE_SIZE
- 1;
2821 coords
[2] = x
+ TILE_SIZE
- 1;
2824 coords
[5] = y
+ TILE_SIZE
- 1;
2825 draw_polygon(dr
, coords
, 3, COL_LOWLIGHT
^ hl
, COL_LOWLIGHT
^ hl
);
2829 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
^ hl
,
2830 COL_HIGHLIGHT
^ hl
);
2832 draw_rect(dr
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2833 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2841 #define SETCOORD(n, dx, dy) do { \
2842 coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
2843 coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
2845 SETCOORD(0, 0.6F
, 0.35F
);
2846 SETCOORD(1, 0.6F
, 0.7F
);
2847 SETCOORD(2, 0.8F
, 0.8F
);
2848 SETCOORD(3, 0.25F
, 0.8F
);
2849 SETCOORD(4, 0.55F
, 0.7F
);
2850 SETCOORD(5, 0.55F
, 0.35F
);
2851 draw_polygon(dr
, coords
, 6, COL_FLAGBASE
, COL_FLAGBASE
);
2853 SETCOORD(0, 0.6F
, 0.2F
);
2854 SETCOORD(1, 0.6F
, 0.5F
);
2855 SETCOORD(2, 0.2F
, 0.35F
);
2856 draw_polygon(dr
, coords
, 3, COL_FLAG
, COL_FLAG
);
2859 } else if (v
== -3) {
2861 * Draw a question mark.
2863 draw_text(dr
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2864 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2865 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2870 * Clear the square to the background colour, and draw thin
2871 * grid lines along the top and left.
2873 * Exception is that for value 65 (mine we've just trodden
2874 * on), we clear the square to COL_BANG.
2877 bg
= COL_WRONGNUMBER
;
2880 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2881 (v
== 65 ? COL_BANG
:
2882 bg
== COL_BACKGROUND
? COL_BACKGROUND2
: bg
));
2883 draw_line(dr
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2884 draw_line(dr
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2886 if (v
> 0 && v
<= 8) {
2893 draw_text(dr
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2894 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2895 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2896 (COL_1
- 1) + v
, str
);
2898 } else if (v
>= 64) {
2903 int cx
= x
+ TILE_SIZE
/ 2;
2904 int cy
= y
+ TILE_SIZE
/ 2;
2905 int r
= TILE_SIZE
/ 2 - 3;
2907 draw_circle(dr
, cx
, cy
, 5*r
/6, COL_MINE
, COL_MINE
);
2908 draw_rect(dr
, cx
- r
/6, cy
- r
, 2*(r
/6)+1, 2*r
+1, COL_MINE
);
2909 draw_rect(dr
, cx
- r
, cy
- r
/6, 2*r
+1, 2*(r
/6)+1, COL_MINE
);
2910 draw_rect(dr
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2915 * Cross through the mine.
2918 for (dx
= -1; dx
<= +1; dx
++) {
2919 draw_line(dr
, x
+ 3 + dx
, y
+ 2,
2920 x
+ TILE_SIZE
- 3 + dx
,
2921 y
+ TILE_SIZE
- 2, COL_CROSS
);
2922 draw_line(dr
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2923 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2930 draw_update(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2933 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2934 game_state
*state
, int dir
, game_ui
*ui
,
2935 float animtime
, float flashtime
)
2938 int mines
, markers
, bg
;
2939 int cx
= -1, cy
= -1, cmoved
;
2942 int frame
= (int)(flashtime
/ FLASH_FRAME
);
2944 bg
= (ui
->flash_is_death
? COL_BACKGROUND
: COL_LOWLIGHT
);
2946 bg
= (ui
->flash_is_death
? COL_BANG
: COL_HIGHLIGHT
);
2948 bg
= COL_BACKGROUND
;
2954 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2955 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2956 draw_update(dr
, 0, 0,
2957 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2958 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2961 * Recessed area containing the whole puzzle.
2963 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2964 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2965 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2966 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2967 coords
[4] = coords
[2] - TILE_SIZE
;
2968 coords
[5] = coords
[3] + TILE_SIZE
;
2969 coords
[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2970 coords
[9] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2971 coords
[6] = coords
[8] + TILE_SIZE
;
2972 coords
[7] = coords
[9] - TILE_SIZE
;
2973 draw_polygon(dr
, coords
, 5, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
2975 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2976 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2977 draw_polygon(dr
, coords
, 5, COL_LOWLIGHT
, COL_LOWLIGHT
);
2982 if (ui
->cur_visible
) cx
= ui
->cur_x
;
2983 if (ui
->cur_visible
) cy
= ui
->cur_y
;
2984 cmoved
= (cx
!= ds
->cur_x
|| cy
!= ds
->cur_y
);
2987 * Now draw the tiles. Also in this loop, count up the number
2988 * of mines and mine markers.
2990 mines
= markers
= 0;
2991 for (y
= 0; y
< ds
->h
; y
++)
2992 for (x
= 0; x
< ds
->w
; x
++) {
2993 int v
= state
->grid
[y
*ds
->w
+x
], cc
= 0;
2997 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
3000 if (v
>= 0 && v
<= 8) {
3002 * Count up the flags around this tile, and if
3003 * there are too _many_, highlight the tile.
3005 int dx
, dy
, flags
= 0;
3007 for (dy
= -1; dy
<= +1; dy
++)
3008 for (dx
= -1; dx
<= +1; dx
++) {
3009 int nx
= x
+dx
, ny
= y
+dy
;
3010 if (nx
>= 0 && nx
< ds
->w
&&
3011 ny
>= 0 && ny
< ds
->h
&&
3012 state
->grid
[ny
*ds
->w
+nx
] == -1)
3020 if ((v
== -2 || v
== -3) &&
3021 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
3024 if (cmoved
&& /* if cursor has moved, force redraw of curr and prev pos */
3025 ((x
== cx
&& y
== cy
) || (x
== ds
->cur_x
&& y
== ds
->cur_y
)))
3028 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= ds
->bg
|| cc
) {
3029 draw_tile(dr
, ds
, COORD(x
), COORD(y
), v
,
3030 (x
== cx
&& y
== cy
) ? COL_CURSOR
: bg
);
3031 ds
->grid
[y
*ds
->w
+x
] = v
;
3035 ds
->cur_x
= cx
; ds
->cur_y
= cy
;
3037 if (!state
->layout
->mines
)
3038 mines
= state
->layout
->n
;
3041 * Update the status bar.
3044 char statusbar
[512];
3046 sprintf(statusbar
, "DEAD!");
3047 } else if (state
->won
) {
3048 if (state
->used_solve
)
3049 sprintf(statusbar
, "Auto-solved.");
3051 sprintf(statusbar
, "COMPLETED!");
3053 sprintf(statusbar
, "Marked: %d / %d", markers
, mines
);
3056 sprintf(statusbar
+ strlen(statusbar
),
3057 " Deaths: %d", ui
->deaths
);
3058 status_bar(dr
, statusbar
);
3062 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
3063 int dir
, game_ui
*ui
)
3068 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
3069 int dir
, game_ui
*ui
)
3071 if (oldstate
->used_solve
|| newstate
->used_solve
)
3074 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
3075 if (newstate
->dead
) {
3076 ui
->flash_is_death
= TRUE
;
3077 return 3 * FLASH_FRAME
;
3079 if (newstate
->won
) {
3080 ui
->flash_is_death
= FALSE
;
3081 return 2 * FLASH_FRAME
;
3087 static int game_status(game_state
*state
)
3090 * We report the game as lost only if the player has used the
3091 * Solve function to reveal all the mines. Otherwise, we assume
3092 * they'll undo and continue play.
3094 return state
->won
? (state
->used_solve
? -1 : +1) : 0;
3097 static int game_timing_state(game_state
*state
, game_ui
*ui
)
3099 if (state
->dead
|| state
->won
|| ui
->completed
|| !state
->layout
->mines
)
3104 static void game_print_size(game_params
*params
, float *x
, float *y
)
3108 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
3113 #define thegame mines
3116 const struct game thegame
= {
3117 "Mines", "games.mines", "mines",
3124 TRUE
, game_configure
, custom_params
,
3132 TRUE
, game_can_format_as_text_now
, game_text_format
,
3140 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
3143 game_free_drawstate
,
3148 FALSE
, FALSE
, game_print_size
, game_print
,
3149 TRUE
, /* wants_statusbar */
3150 TRUE
, game_timing_state
,
3151 BUTTON_BEATS(LEFT_BUTTON
, RIGHT_BUTTON
) | REQUIRE_RBUTTON
,
3154 #ifdef STANDALONE_OBFUSCATOR
3157 * Vaguely useful stand-alone program which translates between
3158 * obfuscated and clear Mines game descriptions. Pass in a game
3159 * description on the command line, and if it's clear it will be
3160 * obfuscated and vice versa. The output text should also be a
3161 * valid game ID describing the same game. Like this:
3163 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3164 * 9x9:4,4,004000007c00010022080
3165 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3166 * 9x9:4,4,mb071b49fbd1cb6a0d5868
3169 int main(int argc
, char **argv
)
3173 char *id
= NULL
, *desc
, *err
;
3176 while (--argc
> 0) {
3179 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
3187 fprintf(stderr
, "usage: %s <game_id>\n", argv
[0]);
3191 desc
= strchr(id
, ':');
3193 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
3198 p
= default_params();
3199 decode_params(p
, id
);
3200 err
= validate_desc(p
, desc
);
3202 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
3205 s
= new_game(NULL
, p
, desc
);
3208 while (*desc
&& *desc
!= ',') desc
++;
3211 while (*desc
&& *desc
!= ',') desc
++;
3214 printf("%s:%s\n", id
, describe_layout(s
->layout
->mines
,
3224 /* vim: set shiftwidth=4 tabstop=8: */