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1 | /* |
2 | * mines.c: Minesweeper clone with sophisticated grid generation. |
3 | * |
4 | * Still TODO: |
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5 | * |
a174a940 |
6 | * - think about configurably supporting question marks. Once, |
7 | * that is, we've thought about configurability in general! |
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8 | */ |
9 | |
10 | #include <stdio.h> |
11 | #include <stdlib.h> |
12 | #include <string.h> |
13 | #include <assert.h> |
14 | #include <ctype.h> |
15 | #include <math.h> |
16 | |
17 | #include "tree234.h" |
18 | #include "puzzles.h" |
19 | |
20 | enum { |
87871cf1 |
21 | COL_BACKGROUND, COL_BACKGROUND2, |
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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, |
25 | NCOLOURS |
26 | }; |
27 | |
28 | #define TILE_SIZE 20 |
29 | #define BORDER (TILE_SIZE * 3 / 2) |
30 | #define HIGHLIGHT_WIDTH 2 |
31 | #define OUTER_HIGHLIGHT_WIDTH 3 |
32 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
33 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
34 | |
35 | #define FLASH_FRAME 0.13F |
36 | |
37 | struct game_params { |
38 | int w, h, n; |
39 | int unique; |
40 | }; |
41 | |
c380832d |
42 | struct mine_layout { |
43 | /* |
44 | * This structure is shared between all the game_states for a |
45 | * given instance of the puzzle, so we reference-count it. |
46 | */ |
47 | int refcount; |
48 | char *mines; |
49 | /* |
50 | * If we haven't yet actually generated the mine layout, here's |
51 | * all the data we will need to do so. |
52 | */ |
53 | int n, unique; |
54 | random_state *rs; |
55 | midend_data *me; /* to give back the new game desc */ |
56 | }; |
57 | |
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58 | struct game_state { |
59 | int w, h, n, dead, won; |
dfc39b12 |
60 | int used_solve, just_used_solve; |
c380832d |
61 | struct mine_layout *layout; /* real mine positions */ |
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62 | signed char *grid; /* player knowledge */ |
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63 | /* |
64 | * Each item in the `grid' array is one of the following values: |
65 | * |
66 | * - 0 to 8 mean the square is open and has a surrounding mine |
67 | * count. |
68 | * |
69 | * - -1 means the square is marked as a mine. |
70 | * |
71 | * - -2 means the square is unknown. |
72 | * |
73 | * - -3 means the square is marked with a question mark |
74 | * (FIXME: do we even want to bother with this?). |
75 | * |
76 | * - 64 means the square has had a mine revealed when the game |
77 | * was lost. |
78 | * |
79 | * - 65 means the square had a mine revealed and this was the |
80 | * one the player hits. |
81 | * |
82 | * - 66 means the square has a crossed-out mine because the |
83 | * player had incorrectly marked it. |
84 | */ |
85 | }; |
86 | |
87 | static game_params *default_params(void) |
88 | { |
89 | game_params *ret = snew(game_params); |
90 | |
91 | ret->w = ret->h = 9; |
92 | ret->n = 10; |
93 | ret->unique = TRUE; |
94 | |
95 | return ret; |
96 | } |
97 | |
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98 | static const struct game_params mines_presets[] = { |
99 | {9, 9, 10, TRUE}, |
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100 | {9, 9, 35, TRUE}, |
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101 | {16, 16, 40, TRUE}, |
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102 | {16, 16, 99, TRUE}, |
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103 | {30, 16, 99, TRUE}, |
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104 | {30, 16, 170, TRUE}, |
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105 | }; |
106 | |
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107 | static int game_fetch_preset(int i, char **name, game_params **params) |
108 | { |
109 | game_params *ret; |
110 | char str[80]; |
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111 | |
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112 | if (i < 0 || i >= lenof(mines_presets)) |
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113 | return FALSE; |
114 | |
115 | ret = snew(game_params); |
ab53eb64 |
116 | *ret = mines_presets[i]; |
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117 | |
118 | sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n); |
119 | |
120 | *name = dupstr(str); |
121 | *params = ret; |
122 | return TRUE; |
123 | } |
124 | |
125 | static void free_params(game_params *params) |
126 | { |
127 | sfree(params); |
128 | } |
129 | |
130 | static game_params *dup_params(game_params *params) |
131 | { |
132 | game_params *ret = snew(game_params); |
133 | *ret = *params; /* structure copy */ |
134 | return ret; |
135 | } |
136 | |
137 | static void decode_params(game_params *params, char const *string) |
138 | { |
139 | char const *p = string; |
140 | |
141 | params->w = atoi(p); |
142 | while (*p && isdigit((unsigned char)*p)) p++; |
143 | if (*p == 'x') { |
144 | p++; |
145 | params->h = atoi(p); |
146 | while (*p && isdigit((unsigned char)*p)) p++; |
147 | } else { |
148 | params->h = params->w; |
149 | } |
150 | if (*p == 'n') { |
151 | p++; |
152 | params->n = atoi(p); |
153 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
154 | } else { |
155 | params->n = params->w * params->h / 10; |
156 | } |
157 | |
158 | while (*p) { |
159 | if (*p == 'a') { |
160 | p++; |
161 | params->unique = FALSE; |
162 | } else |
163 | p++; /* skip any other gunk */ |
164 | } |
165 | } |
166 | |
167 | static char *encode_params(game_params *params, int full) |
168 | { |
169 | char ret[400]; |
170 | int len; |
171 | |
172 | len = sprintf(ret, "%dx%d", params->w, params->h); |
173 | /* |
174 | * Mine count is a generation-time parameter, since it can be |
175 | * deduced from the mine bitmap! |
176 | */ |
177 | if (full) |
178 | len += sprintf(ret+len, "n%d", params->n); |
179 | if (full && !params->unique) |
180 | ret[len++] = 'a'; |
181 | assert(len < lenof(ret)); |
182 | ret[len] = '\0'; |
183 | |
184 | return dupstr(ret); |
185 | } |
186 | |
187 | static config_item *game_configure(game_params *params) |
188 | { |
189 | config_item *ret; |
190 | char buf[80]; |
191 | |
192 | ret = snewn(5, config_item); |
193 | |
194 | ret[0].name = "Width"; |
195 | ret[0].type = C_STRING; |
196 | sprintf(buf, "%d", params->w); |
197 | ret[0].sval = dupstr(buf); |
198 | ret[0].ival = 0; |
199 | |
200 | ret[1].name = "Height"; |
201 | ret[1].type = C_STRING; |
202 | sprintf(buf, "%d", params->h); |
203 | ret[1].sval = dupstr(buf); |
204 | ret[1].ival = 0; |
205 | |
206 | ret[2].name = "Mines"; |
207 | ret[2].type = C_STRING; |
208 | sprintf(buf, "%d", params->n); |
209 | ret[2].sval = dupstr(buf); |
210 | ret[2].ival = 0; |
211 | |
212 | ret[3].name = "Ensure solubility"; |
213 | ret[3].type = C_BOOLEAN; |
214 | ret[3].sval = NULL; |
215 | ret[3].ival = params->unique; |
216 | |
217 | ret[4].name = NULL; |
218 | ret[4].type = C_END; |
219 | ret[4].sval = NULL; |
220 | ret[4].ival = 0; |
221 | |
222 | return ret; |
223 | } |
224 | |
225 | static game_params *custom_params(config_item *cfg) |
226 | { |
227 | game_params *ret = snew(game_params); |
228 | |
229 | ret->w = atoi(cfg[0].sval); |
230 | ret->h = atoi(cfg[1].sval); |
231 | ret->n = atoi(cfg[2].sval); |
08781119 |
232 | if (strchr(cfg[2].sval, '%')) |
233 | ret->n = ret->n * (ret->w * ret->h) / 100; |
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234 | ret->unique = cfg[3].ival; |
235 | |
236 | return ret; |
237 | } |
238 | |
239 | static char *validate_params(game_params *params) |
240 | { |
98efcdb9 |
241 | /* |
242 | * Lower limit on grid size: each dimension must be at least 3. |
243 | * 1 is theoretically workable if rather boring, but 2 is a |
244 | * real problem: there is often _no_ way to generate a uniquely |
245 | * solvable 2xn Mines grid. You either run into two mines |
246 | * blocking the way and no idea what's behind them, or one mine |
247 | * and no way to know which of the two rows it's in. If the |
248 | * mine count is even you can create a soluble grid by packing |
249 | * all the mines at one end (so what when you hit a two-mine |
250 | * wall there are only as many covered squares left as there |
251 | * are mines); but if it's odd, you are doomed, because you |
252 | * _have_ to have a gap somewhere which you can't determine the |
253 | * position of. |
254 | */ |
255 | if (params->w <= 2 || params->h <= 2) |
256 | return "Width and height must both be greater than two"; |
5d3f9ea6 |
257 | if (params->n > params->w * params->h - 9) |
258 | return "Too many mines for grid size"; |
7959b517 |
259 | |
260 | /* |
261 | * FIXME: Need more constraints here. Not sure what the |
262 | * sensible limits for Minesweeper actually are. The limits |
263 | * probably ought to change, however, depending on uniqueness. |
264 | */ |
265 | |
266 | return NULL; |
267 | } |
268 | |
269 | /* ---------------------------------------------------------------------- |
270 | * Minesweeper solver, used to ensure the generated grids are |
271 | * solvable without having to take risks. |
272 | */ |
273 | |
274 | /* |
275 | * Count the bits in a word. Only needs to cope with 16 bits. |
276 | */ |
277 | static int bitcount16(int word) |
278 | { |
279 | word = ((word & 0xAAAA) >> 1) + (word & 0x5555); |
280 | word = ((word & 0xCCCC) >> 2) + (word & 0x3333); |
281 | word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F); |
282 | word = ((word & 0xFF00) >> 8) + (word & 0x00FF); |
283 | |
284 | return word; |
285 | } |
286 | |
287 | /* |
288 | * We use a tree234 to store a large number of small localised |
289 | * sets, each with a mine count. We also keep some of those sets |
290 | * linked together into a to-do list. |
291 | */ |
292 | struct set { |
293 | short x, y, mask, mines; |
294 | int todo; |
295 | struct set *prev, *next; |
296 | }; |
297 | |
298 | static int setcmp(void *av, void *bv) |
299 | { |
300 | struct set *a = (struct set *)av; |
301 | struct set *b = (struct set *)bv; |
302 | |
303 | if (a->y < b->y) |
304 | return -1; |
305 | else if (a->y > b->y) |
306 | return +1; |
307 | else if (a->x < b->x) |
308 | return -1; |
309 | else if (a->x > b->x) |
310 | return +1; |
311 | else if (a->mask < b->mask) |
312 | return -1; |
313 | else if (a->mask > b->mask) |
314 | return +1; |
315 | else |
316 | return 0; |
317 | } |
318 | |
319 | struct setstore { |
320 | tree234 *sets; |
321 | struct set *todo_head, *todo_tail; |
322 | }; |
323 | |
324 | static struct setstore *ss_new(void) |
325 | { |
326 | struct setstore *ss = snew(struct setstore); |
327 | ss->sets = newtree234(setcmp); |
328 | ss->todo_head = ss->todo_tail = NULL; |
329 | return ss; |
330 | } |
331 | |
332 | /* |
333 | * Take two input sets, in the form (x,y,mask). Munge the first by |
334 | * taking either its intersection with the second or its difference |
335 | * with the second. Return the new mask part of the first set. |
336 | */ |
337 | static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2, |
338 | int diff) |
339 | { |
340 | /* |
341 | * Adjust the second set so that it has the same x,y |
342 | * coordinates as the first. |
343 | */ |
344 | if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) { |
345 | mask2 = 0; |
346 | } else { |
347 | while (x2 > x1) { |
348 | mask2 &= ~(4|32|256); |
349 | mask2 <<= 1; |
350 | x2--; |
351 | } |
352 | while (x2 < x1) { |
353 | mask2 &= ~(1|8|64); |
354 | mask2 >>= 1; |
355 | x2++; |
356 | } |
357 | while (y2 > y1) { |
358 | mask2 &= ~(64|128|256); |
359 | mask2 <<= 3; |
360 | y2--; |
361 | } |
362 | while (y2 < y1) { |
363 | mask2 &= ~(1|2|4); |
364 | mask2 >>= 3; |
365 | y2++; |
366 | } |
367 | } |
368 | |
369 | /* |
370 | * Invert the second set if `diff' is set (we're after A &~ B |
371 | * rather than A & B). |
372 | */ |
373 | if (diff) |
374 | mask2 ^= 511; |
375 | |
376 | /* |
377 | * Now all that's left is a logical AND. |
378 | */ |
379 | return mask1 & mask2; |
380 | } |
381 | |
382 | static void ss_add_todo(struct setstore *ss, struct set *s) |
383 | { |
384 | if (s->todo) |
385 | return; /* already on it */ |
386 | |
387 | #ifdef SOLVER_DIAGNOSTICS |
388 | printf("adding set on todo list: %d,%d %03x %d\n", |
389 | s->x, s->y, s->mask, s->mines); |
390 | #endif |
391 | |
392 | s->prev = ss->todo_tail; |
393 | if (s->prev) |
394 | s->prev->next = s; |
395 | else |
396 | ss->todo_head = s; |
397 | ss->todo_tail = s; |
398 | s->next = NULL; |
399 | s->todo = TRUE; |
400 | } |
401 | |
402 | static void ss_add(struct setstore *ss, int x, int y, int mask, int mines) |
403 | { |
404 | struct set *s; |
405 | |
406 | assert(mask != 0); |
407 | |
408 | /* |
409 | * Normalise so that x and y are genuinely the bounding |
410 | * rectangle. |
411 | */ |
412 | while (!(mask & (1|8|64))) |
413 | mask >>= 1, x++; |
414 | while (!(mask & (1|2|4))) |
415 | mask >>= 3, y++; |
416 | |
417 | /* |
418 | * Create a set structure and add it to the tree. |
419 | */ |
420 | s = snew(struct set); |
421 | s->x = x; |
422 | s->y = y; |
423 | s->mask = mask; |
424 | s->mines = mines; |
425 | s->todo = FALSE; |
426 | if (add234(ss->sets, s) != s) { |
427 | /* |
428 | * This set already existed! Free it and return. |
429 | */ |
430 | sfree(s); |
431 | return; |
432 | } |
433 | |
434 | /* |
435 | * We've added a new set to the tree, so put it on the todo |
436 | * list. |
437 | */ |
438 | ss_add_todo(ss, s); |
439 | } |
440 | |
441 | static void ss_remove(struct setstore *ss, struct set *s) |
442 | { |
443 | struct set *next = s->next, *prev = s->prev; |
444 | |
445 | #ifdef SOLVER_DIAGNOSTICS |
446 | printf("removing set %d,%d %03x\n", s->x, s->y, s->mask); |
447 | #endif |
448 | /* |
449 | * Remove s from the todo list. |
450 | */ |
451 | if (prev) |
452 | prev->next = next; |
453 | else if (s == ss->todo_head) |
454 | ss->todo_head = next; |
455 | |
456 | if (next) |
457 | next->prev = prev; |
458 | else if (s == ss->todo_tail) |
459 | ss->todo_tail = prev; |
460 | |
461 | s->todo = FALSE; |
462 | |
463 | /* |
464 | * Remove s from the tree. |
465 | */ |
466 | del234(ss->sets, s); |
467 | |
468 | /* |
469 | * Destroy the actual set structure. |
470 | */ |
471 | sfree(s); |
472 | } |
473 | |
474 | /* |
475 | * Return a dynamically allocated list of all the sets which |
476 | * overlap a provided input set. |
477 | */ |
478 | static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask) |
479 | { |
480 | struct set **ret = NULL; |
481 | int nret = 0, retsize = 0; |
482 | int xx, yy; |
483 | |
484 | for (xx = x-3; xx < x+3; xx++) |
485 | for (yy = y-3; yy < y+3; yy++) { |
486 | struct set stmp, *s; |
487 | int pos; |
488 | |
489 | /* |
490 | * Find the first set with these top left coordinates. |
491 | */ |
492 | stmp.x = xx; |
493 | stmp.y = yy; |
494 | stmp.mask = 0; |
495 | |
496 | if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) { |
497 | while ((s = index234(ss->sets, pos)) != NULL && |
498 | s->x == xx && s->y == yy) { |
499 | /* |
500 | * This set potentially overlaps the input one. |
501 | * Compute the intersection to see if they |
502 | * really overlap, and add it to the list if |
503 | * so. |
504 | */ |
505 | if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) { |
506 | /* |
507 | * There's an overlap. |
508 | */ |
509 | if (nret >= retsize) { |
510 | retsize = nret + 32; |
511 | ret = sresize(ret, retsize, struct set *); |
512 | } |
513 | ret[nret++] = s; |
514 | } |
515 | |
516 | pos++; |
517 | } |
518 | } |
519 | } |
520 | |
521 | ret = sresize(ret, nret+1, struct set *); |
522 | ret[nret] = NULL; |
523 | |
524 | return ret; |
525 | } |
526 | |
527 | /* |
528 | * Get an element from the head of the set todo list. |
529 | */ |
530 | static struct set *ss_todo(struct setstore *ss) |
531 | { |
532 | if (ss->todo_head) { |
533 | struct set *ret = ss->todo_head; |
534 | ss->todo_head = ret->next; |
535 | if (ss->todo_head) |
536 | ss->todo_head->prev = NULL; |
537 | else |
538 | ss->todo_tail = NULL; |
539 | ret->next = ret->prev = NULL; |
540 | ret->todo = FALSE; |
541 | return ret; |
542 | } else { |
543 | return NULL; |
544 | } |
545 | } |
546 | |
547 | struct squaretodo { |
548 | int *next; |
549 | int head, tail; |
550 | }; |
551 | |
552 | static void std_add(struct squaretodo *std, int i) |
553 | { |
554 | if (std->tail >= 0) |
555 | std->next[std->tail] = i; |
556 | else |
557 | std->head = i; |
558 | std->tail = i; |
559 | std->next[i] = -1; |
560 | } |
561 | |
ab53eb64 |
562 | typedef int (*open_cb)(void *, int, int); |
563 | |
27a79972 |
564 | static void known_squares(int w, int h, struct squaretodo *std, |
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565 | signed char *grid, |
566 | open_cb open, void *openctx, |
7959b517 |
567 | int x, int y, int mask, int mine) |
568 | { |
569 | int xx, yy, bit; |
570 | |
571 | bit = 1; |
572 | |
573 | for (yy = 0; yy < 3; yy++) |
574 | for (xx = 0; xx < 3; xx++) { |
575 | if (mask & bit) { |
576 | int i = (y + yy) * w + (x + xx); |
577 | |
578 | /* |
579 | * It's possible that this square is _already_ |
580 | * known, in which case we don't try to add it to |
581 | * the list twice. |
582 | */ |
583 | if (grid[i] == -2) { |
584 | |
585 | if (mine) { |
586 | grid[i] = -1; /* and don't open it! */ |
587 | } else { |
588 | grid[i] = open(openctx, x + xx, y + yy); |
589 | assert(grid[i] != -1); /* *bang* */ |
590 | } |
591 | std_add(std, i); |
592 | |
593 | } |
594 | } |
595 | bit <<= 1; |
596 | } |
597 | } |
598 | |
599 | /* |
600 | * This is data returned from the `perturb' function. It details |
601 | * which squares have become mines and which have become clear. The |
602 | * solver is (of course) expected to honourably not use that |
603 | * knowledge directly, but to efficently adjust its internal data |
604 | * structures and proceed based on only the information it |
605 | * legitimately has. |
606 | */ |
607 | struct perturbation { |
608 | int x, y; |
609 | int delta; /* +1 == become a mine; -1 == cleared */ |
610 | }; |
611 | struct perturbations { |
612 | int n; |
613 | struct perturbation *changes; |
614 | }; |
615 | |
616 | /* |
617 | * Main solver entry point. You give it a grid of existing |
618 | * knowledge (-1 for a square known to be a mine, 0-8 for empty |
619 | * squares with a given number of neighbours, -2 for completely |
620 | * unknown), plus a function which you can call to open new squares |
621 | * once you're confident of them. It fills in as much more of the |
622 | * grid as it can. |
623 | * |
624 | * Return value is: |
625 | * |
626 | * - -1 means deduction stalled and nothing could be done |
627 | * - 0 means deduction succeeded fully |
628 | * - >0 means deduction succeeded but some number of perturbation |
629 | * steps were required; the exact return value is the number of |
630 | * perturb calls. |
631 | */ |
ab53eb64 |
632 | |
633 | typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int); |
634 | |
27a79972 |
635 | static int minesolve(int w, int h, int n, signed char *grid, |
ab53eb64 |
636 | open_cb open, |
637 | perturb_cb perturb, |
7959b517 |
638 | void *ctx, random_state *rs) |
639 | { |
640 | struct setstore *ss = ss_new(); |
641 | struct set **list; |
642 | struct squaretodo astd, *std = &astd; |
643 | int x, y, i, j; |
644 | int nperturbs = 0; |
645 | |
646 | /* |
647 | * Set up a linked list of squares with known contents, so that |
648 | * we can process them one by one. |
649 | */ |
650 | std->next = snewn(w*h, int); |
651 | std->head = std->tail = -1; |
652 | |
653 | /* |
654 | * Initialise that list with all known squares in the input |
655 | * grid. |
656 | */ |
657 | for (y = 0; y < h; y++) { |
658 | for (x = 0; x < w; x++) { |
659 | i = y*w+x; |
660 | if (grid[i] != -2) |
661 | std_add(std, i); |
662 | } |
663 | } |
664 | |
665 | /* |
666 | * Main deductive loop. |
667 | */ |
668 | while (1) { |
669 | int done_something = FALSE; |
670 | struct set *s; |
671 | |
672 | /* |
673 | * If there are any known squares on the todo list, process |
674 | * them and construct a set for each. |
675 | */ |
676 | while (std->head != -1) { |
677 | i = std->head; |
678 | #ifdef SOLVER_DIAGNOSTICS |
679 | printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]); |
680 | #endif |
681 | std->head = std->next[i]; |
682 | if (std->head == -1) |
683 | std->tail = -1; |
684 | |
685 | x = i % w; |
686 | y = i / w; |
687 | |
688 | if (grid[i] >= 0) { |
689 | int dx, dy, mines, bit, val; |
690 | #ifdef SOLVER_DIAGNOSTICS |
691 | printf("creating set around this square\n"); |
692 | #endif |
693 | /* |
694 | * Empty square. Construct the set of non-known squares |
695 | * around this one, and determine its mine count. |
696 | */ |
697 | mines = grid[i]; |
698 | bit = 1; |
699 | val = 0; |
700 | for (dy = -1; dy <= +1; dy++) { |
701 | for (dx = -1; dx <= +1; dx++) { |
702 | #ifdef SOLVER_DIAGNOSTICS |
703 | printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]); |
704 | #endif |
705 | if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h) |
706 | /* ignore this one */; |
707 | else if (grid[i+dy*w+dx] == -1) |
708 | mines--; |
709 | else if (grid[i+dy*w+dx] == -2) |
710 | val |= bit; |
711 | bit <<= 1; |
712 | } |
713 | } |
714 | if (val) |
715 | ss_add(ss, x-1, y-1, val, mines); |
716 | } |
717 | |
718 | /* |
719 | * Now, whether the square is empty or full, we must |
720 | * find any set which contains it and replace it with |
721 | * one which does not. |
722 | */ |
723 | { |
724 | #ifdef SOLVER_DIAGNOSTICS |
725 | printf("finding sets containing known square %d,%d\n", x, y); |
726 | #endif |
727 | list = ss_overlap(ss, x, y, 1); |
728 | |
729 | for (j = 0; list[j]; j++) { |
730 | int newmask, newmines; |
731 | |
732 | s = list[j]; |
733 | |
734 | /* |
735 | * Compute the mask for this set minus the |
736 | * newly known square. |
737 | */ |
738 | newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE); |
739 | |
740 | /* |
741 | * Compute the new mine count. |
742 | */ |
743 | newmines = s->mines - (grid[i] == -1); |
744 | |
745 | /* |
746 | * Insert the new set into the collection, |
747 | * unless it's been whittled right down to |
748 | * nothing. |
749 | */ |
750 | if (newmask) |
751 | ss_add(ss, s->x, s->y, newmask, newmines); |
752 | |
753 | /* |
754 | * Destroy the old one; it is actually obsolete. |
755 | */ |
756 | ss_remove(ss, s); |
757 | } |
758 | |
759 | sfree(list); |
760 | } |
761 | |
762 | /* |
763 | * Marking a fresh square as known certainly counts as |
764 | * doing something. |
765 | */ |
766 | done_something = TRUE; |
767 | } |
768 | |
769 | /* |
770 | * Now pick a set off the to-do list and attempt deductions |
771 | * based on it. |
772 | */ |
773 | if ((s = ss_todo(ss)) != NULL) { |
774 | |
775 | #ifdef SOLVER_DIAGNOSTICS |
776 | printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
777 | #endif |
778 | /* |
779 | * Firstly, see if this set has a mine count of zero or |
780 | * of its own cardinality. |
781 | */ |
782 | if (s->mines == 0 || s->mines == bitcount16(s->mask)) { |
783 | /* |
784 | * If so, we can immediately mark all the squares |
785 | * in the set as known. |
786 | */ |
787 | #ifdef SOLVER_DIAGNOSTICS |
788 | printf("easy\n"); |
789 | #endif |
790 | known_squares(w, h, std, grid, open, ctx, |
791 | s->x, s->y, s->mask, (s->mines != 0)); |
792 | |
793 | /* |
794 | * Having done that, we need do nothing further |
795 | * with this set; marking all the squares in it as |
796 | * known will eventually eliminate it, and will |
797 | * also permit further deductions about anything |
798 | * that overlaps it. |
799 | */ |
800 | continue; |
801 | } |
802 | |
803 | /* |
804 | * Failing that, we now search through all the sets |
805 | * which overlap this one. |
806 | */ |
807 | list = ss_overlap(ss, s->x, s->y, s->mask); |
808 | |
809 | for (j = 0; list[j]; j++) { |
810 | struct set *s2 = list[j]; |
811 | int swing, s2wing, swc, s2wc; |
812 | |
813 | /* |
814 | * Find the non-overlapping parts s2-s and s-s2, |
815 | * and their cardinalities. |
816 | * |
817 | * I'm going to refer to these parts as `wings' |
818 | * surrounding the central part common to both |
819 | * sets. The `s wing' is s-s2; the `s2 wing' is |
820 | * s2-s. |
821 | */ |
822 | swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask, |
823 | TRUE); |
824 | s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask, |
825 | TRUE); |
826 | swc = bitcount16(swing); |
827 | s2wc = bitcount16(s2wing); |
828 | |
829 | /* |
830 | * If one set has more mines than the other, and |
831 | * the number of extra mines is equal to the |
832 | * cardinality of that set's wing, then we can mark |
833 | * every square in the wing as a known mine, and |
834 | * every square in the other wing as known clear. |
835 | */ |
836 | if (swc == s->mines - s2->mines || |
837 | s2wc == s2->mines - s->mines) { |
838 | known_squares(w, h, std, grid, open, ctx, |
839 | s->x, s->y, swing, |
840 | (swc == s->mines - s2->mines)); |
841 | known_squares(w, h, std, grid, open, ctx, |
842 | s2->x, s2->y, s2wing, |
843 | (s2wc == s2->mines - s->mines)); |
844 | continue; |
845 | } |
846 | |
847 | /* |
848 | * Failing that, see if one set is a subset of the |
849 | * other. If so, we can divide up the mine count of |
850 | * the larger set between the smaller set and its |
851 | * complement, even if neither smaller set ends up |
852 | * being immediately clearable. |
853 | */ |
854 | if (swc == 0 && s2wc != 0) { |
855 | /* s is a subset of s2. */ |
856 | assert(s2->mines > s->mines); |
857 | ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines); |
858 | } else if (s2wc == 0 && swc != 0) { |
859 | /* s2 is a subset of s. */ |
860 | assert(s->mines > s2->mines); |
861 | ss_add(ss, s->x, s->y, swing, s->mines - s2->mines); |
862 | } |
863 | } |
864 | |
865 | sfree(list); |
866 | |
867 | /* |
868 | * In this situation we have definitely done |
869 | * _something_, even if it's only reducing the size of |
870 | * our to-do list. |
871 | */ |
872 | done_something = TRUE; |
873 | } else if (n >= 0) { |
874 | /* |
875 | * We have nothing left on our todo list, which means |
876 | * all localised deductions have failed. Our next step |
877 | * is to resort to global deduction based on the total |
878 | * mine count. This is computationally expensive |
879 | * compared to any of the above deductions, which is |
880 | * why we only ever do it when all else fails, so that |
881 | * hopefully it won't have to happen too often. |
882 | * |
883 | * If you pass n<0 into this solver, that informs it |
884 | * that you do not know the total mine count, so it |
885 | * won't even attempt these deductions. |
886 | */ |
887 | |
888 | int minesleft, squaresleft; |
889 | int nsets, setused[10], cursor; |
890 | |
891 | /* |
892 | * Start by scanning the current grid state to work out |
893 | * how many unknown squares we still have, and how many |
894 | * mines are to be placed in them. |
895 | */ |
896 | squaresleft = 0; |
897 | minesleft = n; |
898 | for (i = 0; i < w*h; i++) { |
899 | if (grid[i] == -1) |
900 | minesleft--; |
901 | else if (grid[i] == -2) |
902 | squaresleft++; |
903 | } |
904 | |
905 | #ifdef SOLVER_DIAGNOSTICS |
906 | printf("global deduction time: squaresleft=%d minesleft=%d\n", |
907 | squaresleft, minesleft); |
908 | for (y = 0; y < h; y++) { |
909 | for (x = 0; x < w; x++) { |
910 | int v = grid[y*w+x]; |
911 | if (v == -1) |
912 | putchar('*'); |
913 | else if (v == -2) |
914 | putchar('?'); |
915 | else if (v == 0) |
916 | putchar('-'); |
917 | else |
918 | putchar('0' + v); |
919 | } |
920 | putchar('\n'); |
921 | } |
922 | #endif |
923 | |
924 | /* |
925 | * If there _are_ no unknown squares, we have actually |
926 | * finished. |
927 | */ |
928 | if (squaresleft == 0) { |
929 | assert(minesleft == 0); |
930 | break; |
931 | } |
932 | |
933 | /* |
934 | * First really simple case: if there are no more mines |
935 | * left, or if there are exactly as many mines left as |
936 | * squares to play them in, then it's all easy. |
937 | */ |
938 | if (minesleft == 0 || minesleft == squaresleft) { |
939 | for (i = 0; i < w*h; i++) |
940 | if (grid[i] == -2) |
941 | known_squares(w, h, std, grid, open, ctx, |
942 | i % w, i / w, 1, minesleft != 0); |
943 | continue; /* now go back to main deductive loop */ |
944 | } |
945 | |
946 | /* |
947 | * Failing that, we have to do some _real_ work. |
948 | * Ideally what we do here is to try every single |
949 | * combination of the currently available sets, in an |
950 | * attempt to find a disjoint union (i.e. a set of |
951 | * squares with a known mine count between them) such |
952 | * that the remaining unknown squares _not_ contained |
953 | * in that union either contain no mines or are all |
954 | * mines. |
955 | * |
956 | * Actually enumerating all 2^n possibilities will get |
957 | * a bit slow for large n, so I artificially cap this |
958 | * recursion at n=10 to avoid too much pain. |
959 | */ |
960 | nsets = count234(ss->sets); |
961 | if (nsets <= lenof(setused)) { |
962 | /* |
963 | * Doing this with actual recursive function calls |
964 | * would get fiddly because a load of local |
965 | * variables from this function would have to be |
966 | * passed down through the recursion. So instead |
967 | * I'm going to use a virtual recursion within this |
968 | * function. The way this works is: |
969 | * |
970 | * - we have an array `setused', such that |
971 | * setused[n] is 0 or 1 depending on whether set |
972 | * n is currently in the union we are |
973 | * considering. |
974 | * |
975 | * - we have a value `cursor' which indicates how |
976 | * much of `setused' we have so far filled in. |
977 | * It's conceptually the recursion depth. |
978 | * |
979 | * We begin by setting `cursor' to zero. Then: |
980 | * |
981 | * - if cursor can advance, we advance it by one. |
982 | * We set the value in `setused' that it went |
983 | * past to 1 if that set is disjoint from |
984 | * anything else currently in `setused', or to 0 |
985 | * otherwise. |
986 | * |
987 | * - If cursor cannot advance because it has |
988 | * reached the end of the setused list, then we |
989 | * have a maximal disjoint union. Check to see |
990 | * whether its mine count has any useful |
991 | * properties. If so, mark all the squares not |
992 | * in the union as known and terminate. |
993 | * |
994 | * - If cursor has reached the end of setused and |
995 | * the algorithm _hasn't_ terminated, back |
996 | * cursor up to the nearest 1, turn it into a 0 |
997 | * and advance cursor just past it. |
998 | * |
999 | * - If we attempt to back up to the nearest 1 and |
1000 | * there isn't one at all, then we have gone |
1001 | * through all disjoint unions of sets in the |
1002 | * list and none of them has been helpful, so we |
1003 | * give up. |
1004 | */ |
1005 | struct set *sets[lenof(setused)]; |
1006 | for (i = 0; i < nsets; i++) |
1007 | sets[i] = index234(ss->sets, i); |
1008 | |
1009 | cursor = 0; |
1010 | while (1) { |
1011 | |
1012 | if (cursor < nsets) { |
1013 | int ok = TRUE; |
1014 | |
1015 | /* See if any existing set overlaps this one. */ |
1016 | for (i = 0; i < cursor; i++) |
1017 | if (setused[i] && |
1018 | setmunge(sets[cursor]->x, |
1019 | sets[cursor]->y, |
1020 | sets[cursor]->mask, |
1021 | sets[i]->x, sets[i]->y, sets[i]->mask, |
1022 | FALSE)) { |
1023 | ok = FALSE; |
1024 | break; |
1025 | } |
1026 | |
1027 | if (ok) { |
1028 | /* |
1029 | * We're adding this set to our union, |
1030 | * so adjust minesleft and squaresleft |
1031 | * appropriately. |
1032 | */ |
1033 | minesleft -= sets[cursor]->mines; |
1034 | squaresleft -= bitcount16(sets[cursor]->mask); |
1035 | } |
1036 | |
1037 | setused[cursor++] = ok; |
1038 | } else { |
1039 | #ifdef SOLVER_DIAGNOSTICS |
1040 | printf("trying a set combination with %d %d\n", |
1041 | squaresleft, minesleft); |
b498c539 |
1042 | #endif /* SOLVER_DIAGNOSTICS */ |
7959b517 |
1043 | |
1044 | /* |
1045 | * We've reached the end. See if we've got |
1046 | * anything interesting. |
1047 | */ |
1048 | if (squaresleft > 0 && |
1049 | (minesleft == 0 || minesleft == squaresleft)) { |
1050 | /* |
1051 | * We have! There is at least one |
1052 | * square not contained within the set |
1053 | * union we've just found, and we can |
1054 | * deduce that either all such squares |
1055 | * are mines or all are not (depending |
1056 | * on whether minesleft==0). So now all |
1057 | * we have to do is actually go through |
1058 | * the grid, find those squares, and |
1059 | * mark them. |
1060 | */ |
1061 | for (i = 0; i < w*h; i++) |
1062 | if (grid[i] == -2) { |
1063 | int outside = TRUE; |
1064 | y = i / w; |
1065 | x = i % w; |
1066 | for (j = 0; j < nsets; j++) |
1067 | if (setused[j] && |
1068 | setmunge(sets[j]->x, sets[j]->y, |
1069 | sets[j]->mask, x, y, 1, |
1070 | FALSE)) { |
1071 | outside = FALSE; |
1072 | break; |
1073 | } |
1074 | if (outside) |
1075 | known_squares(w, h, std, grid, |
1076 | open, ctx, |
1077 | x, y, 1, minesleft != 0); |
1078 | } |
1079 | |
1080 | done_something = TRUE; |
1081 | break; /* return to main deductive loop */ |
1082 | } |
1083 | |
1084 | /* |
1085 | * If we reach here, then this union hasn't |
1086 | * done us any good, so move on to the |
1087 | * next. Backtrack cursor to the nearest 1, |
1088 | * change it to a 0 and continue. |
1089 | */ |
8586183c |
1090 | while (--cursor >= 0 && !setused[cursor]); |
7959b517 |
1091 | if (cursor >= 0) { |
1092 | assert(setused[cursor]); |
1093 | |
1094 | /* |
1095 | * We're removing this set from our |
1096 | * union, so re-increment minesleft and |
1097 | * squaresleft. |
1098 | */ |
1099 | minesleft += sets[cursor]->mines; |
1100 | squaresleft += bitcount16(sets[cursor]->mask); |
1101 | |
1102 | setused[cursor++] = 0; |
1103 | } else { |
1104 | /* |
1105 | * We've backtracked all the way to the |
1106 | * start without finding a single 1, |
1107 | * which means that our virtual |
1108 | * recursion is complete and nothing |
1109 | * helped. |
1110 | */ |
1111 | break; |
1112 | } |
1113 | } |
1114 | |
1115 | } |
1116 | |
1117 | } |
1118 | } |
1119 | |
1120 | if (done_something) |
1121 | continue; |
1122 | |
1123 | #ifdef SOLVER_DIAGNOSTICS |
1124 | /* |
1125 | * Dump the current known state of the grid. |
1126 | */ |
1127 | printf("solver ran out of steam, ret=%d, grid:\n", nperturbs); |
1128 | for (y = 0; y < h; y++) { |
1129 | for (x = 0; x < w; x++) { |
1130 | int v = grid[y*w+x]; |
1131 | if (v == -1) |
1132 | putchar('*'); |
1133 | else if (v == -2) |
1134 | putchar('?'); |
1135 | else if (v == 0) |
1136 | putchar('-'); |
1137 | else |
1138 | putchar('0' + v); |
1139 | } |
1140 | putchar('\n'); |
1141 | } |
1142 | |
1143 | { |
1144 | struct set *s; |
1145 | |
1146 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1147 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1148 | } |
1149 | #endif |
1150 | |
1151 | /* |
1152 | * Now we really are at our wits' end as far as solving |
1153 | * this grid goes. Our only remaining option is to call |
1154 | * a perturb function and ask it to modify the grid to |
1155 | * make it easier. |
1156 | */ |
1157 | if (perturb) { |
1158 | struct perturbations *ret; |
1159 | struct set *s; |
1160 | |
1161 | nperturbs++; |
1162 | |
1163 | /* |
1164 | * Choose a set at random from the current selection, |
1165 | * and ask the perturb function to either fill or empty |
1166 | * it. |
1167 | * |
1168 | * If we have no sets at all, we must give up. |
1169 | */ |
a174a940 |
1170 | if (count234(ss->sets) == 0) { |
1171 | #ifdef SOLVER_DIAGNOSTICS |
1172 | printf("perturbing on entire unknown set\n"); |
1173 | #endif |
1174 | ret = perturb(ctx, grid, 0, 0, 0); |
1175 | } else { |
1176 | s = index234(ss->sets, random_upto(rs, count234(ss->sets))); |
7959b517 |
1177 | #ifdef SOLVER_DIAGNOSTICS |
a174a940 |
1178 | printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask); |
7959b517 |
1179 | #endif |
a174a940 |
1180 | ret = perturb(ctx, grid, s->x, s->y, s->mask); |
1181 | } |
7959b517 |
1182 | |
1183 | if (ret) { |
1184 | assert(ret->n > 0); /* otherwise should have been NULL */ |
1185 | |
1186 | /* |
1187 | * A number of squares have been fiddled with, and |
1188 | * the returned structure tells us which. Adjust |
1189 | * the mine count in any set which overlaps one of |
1190 | * those squares, and put them back on the to-do |
a174a940 |
1191 | * list. Also, if the square itself is marked as a |
1192 | * known non-mine, put it back on the squares-to-do |
7959b517 |
1193 | * list. |
1194 | */ |
1195 | for (i = 0; i < ret->n; i++) { |
1196 | #ifdef SOLVER_DIAGNOSTICS |
1197 | printf("perturbation %s mine at %d,%d\n", |
1198 | ret->changes[i].delta > 0 ? "added" : "removed", |
1199 | ret->changes[i].x, ret->changes[i].y); |
1200 | #endif |
1201 | |
a174a940 |
1202 | if (ret->changes[i].delta < 0 && |
1203 | grid[ret->changes[i].y*w+ret->changes[i].x] != -2) { |
1204 | std_add(std, ret->changes[i].y*w+ret->changes[i].x); |
1205 | } |
1206 | |
7959b517 |
1207 | list = ss_overlap(ss, |
1208 | ret->changes[i].x, ret->changes[i].y, 1); |
1209 | |
1210 | for (j = 0; list[j]; j++) { |
1211 | list[j]->mines += ret->changes[i].delta; |
1212 | ss_add_todo(ss, list[j]); |
1213 | } |
1214 | |
1215 | sfree(list); |
1216 | } |
1217 | |
1218 | /* |
1219 | * Now free the returned data. |
1220 | */ |
1221 | sfree(ret->changes); |
1222 | sfree(ret); |
1223 | |
1224 | #ifdef SOLVER_DIAGNOSTICS |
1225 | /* |
1226 | * Dump the current known state of the grid. |
1227 | */ |
a174a940 |
1228 | printf("state after perturbation:\n"); |
7959b517 |
1229 | for (y = 0; y < h; y++) { |
1230 | for (x = 0; x < w; x++) { |
1231 | int v = grid[y*w+x]; |
1232 | if (v == -1) |
1233 | putchar('*'); |
1234 | else if (v == -2) |
1235 | putchar('?'); |
1236 | else if (v == 0) |
1237 | putchar('-'); |
1238 | else |
1239 | putchar('0' + v); |
1240 | } |
1241 | putchar('\n'); |
1242 | } |
1243 | |
1244 | { |
1245 | struct set *s; |
1246 | |
1247 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1248 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1249 | } |
1250 | #endif |
1251 | |
1252 | /* |
1253 | * And now we can go back round the deductive loop. |
1254 | */ |
1255 | continue; |
1256 | } |
1257 | } |
1258 | |
1259 | /* |
1260 | * If we get here, even that didn't work (either we didn't |
1261 | * have a perturb function or it returned failure), so we |
1262 | * give up entirely. |
1263 | */ |
1264 | break; |
1265 | } |
1266 | |
1267 | /* |
1268 | * See if we've got any unknown squares left. |
1269 | */ |
1270 | for (y = 0; y < h; y++) |
1271 | for (x = 0; x < w; x++) |
1272 | if (grid[y*w+x] == -2) { |
1273 | nperturbs = -1; /* failed to complete */ |
1274 | break; |
1275 | } |
1276 | |
1277 | /* |
1278 | * Free the set list and square-todo list. |
1279 | */ |
1280 | { |
1281 | struct set *s; |
1282 | while ((s = delpos234(ss->sets, 0)) != NULL) |
1283 | sfree(s); |
1284 | freetree234(ss->sets); |
1285 | sfree(ss); |
1286 | sfree(std->next); |
1287 | } |
1288 | |
1289 | return nperturbs; |
1290 | } |
1291 | |
1292 | /* ---------------------------------------------------------------------- |
1293 | * Grid generator which uses the above solver. |
1294 | */ |
1295 | |
1296 | struct minectx { |
23e8c9fd |
1297 | char *grid; |
7959b517 |
1298 | int w, h; |
1299 | int sx, sy; |
a174a940 |
1300 | int allow_big_perturbs; |
7959b517 |
1301 | random_state *rs; |
1302 | }; |
1303 | |
1304 | static int mineopen(void *vctx, int x, int y) |
1305 | { |
1306 | struct minectx *ctx = (struct minectx *)vctx; |
1307 | int i, j, n; |
1308 | |
1309 | assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h); |
1310 | if (ctx->grid[y * ctx->w + x]) |
1311 | return -1; /* *bang* */ |
1312 | |
1313 | n = 0; |
1314 | for (i = -1; i <= +1; i++) { |
1315 | if (x + i < 0 || x + i >= ctx->w) |
1316 | continue; |
1317 | for (j = -1; j <= +1; j++) { |
1318 | if (y + j < 0 || y + j >= ctx->h) |
1319 | continue; |
1320 | if (i == 0 && j == 0) |
1321 | continue; |
1322 | if (ctx->grid[(y+j) * ctx->w + (x+i)]) |
1323 | n++; |
1324 | } |
1325 | } |
1326 | |
1327 | return n; |
1328 | } |
1329 | |
1330 | /* Structure used internally to mineperturb(). */ |
1331 | struct square { |
1332 | int x, y, type, random; |
1333 | }; |
1334 | static int squarecmp(const void *av, const void *bv) |
1335 | { |
1336 | const struct square *a = (const struct square *)av; |
1337 | const struct square *b = (const struct square *)bv; |
1338 | if (a->type < b->type) |
1339 | return -1; |
1340 | else if (a->type > b->type) |
1341 | return +1; |
1342 | else if (a->random < b->random) |
1343 | return -1; |
1344 | else if (a->random > b->random) |
1345 | return +1; |
1346 | else if (a->y < b->y) |
1347 | return -1; |
1348 | else if (a->y > b->y) |
1349 | return +1; |
1350 | else if (a->x < b->x) |
1351 | return -1; |
1352 | else if (a->x > b->x) |
1353 | return +1; |
1354 | return 0; |
1355 | } |
1356 | |
a174a940 |
1357 | /* |
1358 | * Normally this function is passed an (x,y,mask) set description. |
1359 | * On occasions, though, there is no _localised_ set being used, |
1360 | * and the set being perturbed is supposed to be the entirety of |
1361 | * the unreachable area. This is signified by the special case |
1362 | * mask==0: in this case, anything labelled -2 in the grid is part |
1363 | * of the set. |
1364 | * |
1365 | * Allowing perturbation in this special case appears to make it |
1366 | * guaranteeably possible to generate a workable grid for any mine |
1367 | * density, but they tend to be a bit boring, with mines packed |
1368 | * densely into far corners of the grid and the remainder being |
1369 | * less dense than one might like. Therefore, to improve overall |
1370 | * grid quality I disable this feature for the first few attempts, |
1371 | * and fall back to it after no useful grid has been generated. |
1372 | */ |
27a79972 |
1373 | static struct perturbations *mineperturb(void *vctx, signed char *grid, |
7959b517 |
1374 | int setx, int sety, int mask) |
1375 | { |
1376 | struct minectx *ctx = (struct minectx *)vctx; |
1377 | struct square *sqlist; |
1378 | int x, y, dx, dy, i, n, nfull, nempty; |
a174a940 |
1379 | struct square **tofill, **toempty, **todo; |
7959b517 |
1380 | int ntofill, ntoempty, ntodo, dtodo, dset; |
1381 | struct perturbations *ret; |
a174a940 |
1382 | int *setlist; |
1383 | |
1384 | if (!mask && !ctx->allow_big_perturbs) |
1385 | return NULL; |
7959b517 |
1386 | |
1387 | /* |
1388 | * Make a list of all the squares in the grid which we can |
1389 | * possibly use. This list should be in preference order, which |
1390 | * means |
1391 | * |
1392 | * - first, unknown squares on the boundary of known space |
1393 | * - next, unknown squares beyond that boundary |
1394 | * - as a very last resort, known squares, but not within one |
1395 | * square of the starting position. |
1396 | * |
1397 | * Each of these sections needs to be shuffled independently. |
1398 | * We do this by preparing list of all squares and then sorting |
1399 | * it with a random secondary key. |
1400 | */ |
1401 | sqlist = snewn(ctx->w * ctx->h, struct square); |
1402 | n = 0; |
1403 | for (y = 0; y < ctx->h; y++) |
1404 | for (x = 0; x < ctx->w; x++) { |
1405 | /* |
1406 | * If this square is too near the starting position, |
1407 | * don't put it on the list at all. |
1408 | */ |
1409 | if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1) |
1410 | continue; |
1411 | |
1412 | /* |
1413 | * If this square is in the input set, also don't put |
1414 | * it on the list! |
1415 | */ |
a174a940 |
1416 | if ((mask == 0 && grid[y*ctx->w+x] == -2) || |
1417 | (x >= setx && x < setx + 3 && |
1418 | y >= sety && y < sety + 3 && |
1419 | mask & (1 << ((y-sety)*3+(x-setx))))) |
7959b517 |
1420 | continue; |
1421 | |
1422 | sqlist[n].x = x; |
1423 | sqlist[n].y = y; |
1424 | |
1425 | if (grid[y*ctx->w+x] != -2) { |
1426 | sqlist[n].type = 3; /* known square */ |
1427 | } else { |
1428 | /* |
1429 | * Unknown square. Examine everything around it and |
1430 | * see if it borders on any known squares. If it |
1431 | * does, it's class 1, otherwise it's 2. |
1432 | */ |
1433 | |
1434 | sqlist[n].type = 2; |
1435 | |
1436 | for (dy = -1; dy <= +1; dy++) |
1437 | for (dx = -1; dx <= +1; dx++) |
1438 | if (x+dx >= 0 && x+dx < ctx->w && |
1439 | y+dy >= 0 && y+dy < ctx->h && |
1440 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1441 | sqlist[n].type = 1; |
1442 | break; |
1443 | } |
1444 | } |
1445 | |
1446 | /* |
1447 | * Finally, a random number to cause qsort to |
1448 | * shuffle within each group. |
1449 | */ |
1450 | sqlist[n].random = random_bits(ctx->rs, 31); |
1451 | |
1452 | n++; |
1453 | } |
1454 | |
1455 | qsort(sqlist, n, sizeof(struct square), squarecmp); |
1456 | |
1457 | /* |
1458 | * Now count up the number of full and empty squares in the set |
1459 | * we've been provided. |
1460 | */ |
1461 | nfull = nempty = 0; |
a174a940 |
1462 | if (mask) { |
1463 | for (dy = 0; dy < 3; dy++) |
1464 | for (dx = 0; dx < 3; dx++) |
1465 | if (mask & (1 << (dy*3+dx))) { |
1466 | assert(setx+dx <= ctx->w); |
1467 | assert(sety+dy <= ctx->h); |
1468 | if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) |
1469 | nfull++; |
1470 | else |
1471 | nempty++; |
1472 | } |
1473 | } else { |
1474 | for (y = 0; y < ctx->h; y++) |
1475 | for (x = 0; x < ctx->w; x++) |
1476 | if (grid[y*ctx->w+x] == -2) { |
1477 | if (ctx->grid[y*ctx->w+x]) |
1478 | nfull++; |
1479 | else |
1480 | nempty++; |
1481 | } |
1482 | } |
7959b517 |
1483 | |
1484 | /* |
1485 | * Now go through our sorted list until we find either `nfull' |
1486 | * empty squares, or `nempty' full squares; these will be |
1487 | * swapped with the appropriate squares in the set to either |
1488 | * fill or empty the set while keeping the same number of mines |
1489 | * overall. |
1490 | */ |
1491 | ntofill = ntoempty = 0; |
a174a940 |
1492 | if (mask) { |
1493 | tofill = snewn(9, struct square *); |
1494 | toempty = snewn(9, struct square *); |
1495 | } else { |
1496 | tofill = snewn(ctx->w * ctx->h, struct square *); |
1497 | toempty = snewn(ctx->w * ctx->h, struct square *); |
1498 | } |
7959b517 |
1499 | for (i = 0; i < n; i++) { |
1500 | struct square *sq = &sqlist[i]; |
1501 | if (ctx->grid[sq->y * ctx->w + sq->x]) |
1502 | toempty[ntoempty++] = sq; |
1503 | else |
1504 | tofill[ntofill++] = sq; |
1505 | if (ntofill == nfull || ntoempty == nempty) |
1506 | break; |
1507 | } |
1508 | |
1509 | /* |
a174a940 |
1510 | * If we haven't found enough empty squares outside the set to |
1511 | * empty it into _or_ enough full squares outside it to fill it |
1512 | * up with, we'll have to settle for doing only a partial job. |
1513 | * In this case we choose to always _fill_ the set (because |
1514 | * this case will tend to crop up when we're working with very |
1515 | * high mine densities and the only way to get a solvable grid |
1516 | * is going to be to pack most of the mines solidly around the |
1517 | * edges). So now our job is to make a list of the empty |
1518 | * squares in the set, and shuffle that list so that we fill a |
1519 | * random selection of them. |
7959b517 |
1520 | */ |
1521 | if (ntofill != nfull && ntoempty != nempty) { |
a174a940 |
1522 | int k; |
1523 | |
1524 | assert(ntoempty != 0); |
1525 | |
1526 | setlist = snewn(ctx->w * ctx->h, int); |
1527 | i = 0; |
1528 | if (mask) { |
1529 | for (dy = 0; dy < 3; dy++) |
1530 | for (dx = 0; dx < 3; dx++) |
1531 | if (mask & (1 << (dy*3+dx))) { |
1532 | assert(setx+dx <= ctx->w); |
1533 | assert(sety+dy <= ctx->h); |
1534 | if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) |
1535 | setlist[i++] = (sety+dy)*ctx->w+(setx+dx); |
1536 | } |
1537 | } else { |
1538 | for (y = 0; y < ctx->h; y++) |
1539 | for (x = 0; x < ctx->w; x++) |
1540 | if (grid[y*ctx->w+x] == -2) { |
1541 | if (!ctx->grid[y*ctx->w+x]) |
1542 | setlist[i++] = y*ctx->w+x; |
1543 | } |
1544 | } |
1545 | assert(i > ntoempty); |
1546 | /* |
1547 | * Now pick `ntoempty' items at random from the list. |
1548 | */ |
1549 | for (k = 0; k < ntoempty; k++) { |
1550 | int index = k + random_upto(ctx->rs, i - k); |
1551 | int tmp; |
1552 | |
1553 | tmp = setlist[k]; |
1554 | setlist[k] = setlist[index]; |
1555 | setlist[index] = tmp; |
1556 | } |
1557 | } else |
1558 | setlist = NULL; |
7959b517 |
1559 | |
1560 | /* |
1561 | * Now we're pretty much there. We need to either |
1562 | * (a) put a mine in each of the empty squares in the set, and |
1563 | * take one out of each square in `toempty' |
1564 | * (b) take a mine out of each of the full squares in the set, |
1565 | * and put one in each square in `tofill' |
1566 | * depending on which one we've found enough squares to do. |
1567 | * |
1568 | * So we start by constructing our list of changes to return to |
1569 | * the solver, so that it can update its data structures |
1570 | * efficiently rather than having to rescan the whole grid. |
1571 | */ |
1572 | ret = snew(struct perturbations); |
1573 | if (ntofill == nfull) { |
1574 | todo = tofill; |
1575 | ntodo = ntofill; |
1576 | dtodo = +1; |
1577 | dset = -1; |
a174a940 |
1578 | sfree(toempty); |
7959b517 |
1579 | } else { |
a174a940 |
1580 | /* |
1581 | * (We also fall into this case if we've constructed a |
1582 | * setlist.) |
1583 | */ |
7959b517 |
1584 | todo = toempty; |
1585 | ntodo = ntoempty; |
1586 | dtodo = -1; |
1587 | dset = +1; |
a174a940 |
1588 | sfree(tofill); |
7959b517 |
1589 | } |
1590 | ret->n = 2 * ntodo; |
1591 | ret->changes = snewn(ret->n, struct perturbation); |
1592 | for (i = 0; i < ntodo; i++) { |
1593 | ret->changes[i].x = todo[i]->x; |
1594 | ret->changes[i].y = todo[i]->y; |
1595 | ret->changes[i].delta = dtodo; |
1596 | } |
1597 | /* now i == ntodo */ |
a174a940 |
1598 | if (setlist) { |
1599 | int j; |
1600 | assert(todo == toempty); |
1601 | for (j = 0; j < ntoempty; j++) { |
1602 | ret->changes[i].x = setlist[j] % ctx->w; |
1603 | ret->changes[i].y = setlist[j] / ctx->w; |
1604 | ret->changes[i].delta = dset; |
1605 | i++; |
1606 | } |
1607 | sfree(setlist); |
1608 | } else if (mask) { |
1609 | for (dy = 0; dy < 3; dy++) |
1610 | for (dx = 0; dx < 3; dx++) |
1611 | if (mask & (1 << (dy*3+dx))) { |
1612 | int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1); |
1613 | if (dset == -currval) { |
1614 | ret->changes[i].x = setx + dx; |
1615 | ret->changes[i].y = sety + dy; |
1616 | ret->changes[i].delta = dset; |
1617 | i++; |
1618 | } |
7959b517 |
1619 | } |
a174a940 |
1620 | } else { |
1621 | for (y = 0; y < ctx->h; y++) |
1622 | for (x = 0; x < ctx->w; x++) |
1623 | if (grid[y*ctx->w+x] == -2) { |
1624 | int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1); |
1625 | if (dset == -currval) { |
1626 | ret->changes[i].x = x; |
1627 | ret->changes[i].y = y; |
1628 | ret->changes[i].delta = dset; |
1629 | i++; |
1630 | } |
1631 | } |
1632 | } |
7959b517 |
1633 | assert(i == ret->n); |
1634 | |
1635 | sfree(sqlist); |
a174a940 |
1636 | sfree(todo); |
7959b517 |
1637 | |
1638 | /* |
1639 | * Having set up the precise list of changes we're going to |
1640 | * make, we now simply make them and return. |
1641 | */ |
1642 | for (i = 0; i < ret->n; i++) { |
1643 | int delta; |
1644 | |
1645 | x = ret->changes[i].x; |
1646 | y = ret->changes[i].y; |
1647 | delta = ret->changes[i].delta; |
1648 | |
1649 | /* |
1650 | * Check we're not trying to add an existing mine or remove |
1651 | * an absent one. |
1652 | */ |
1653 | assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0)); |
1654 | |
1655 | /* |
1656 | * Actually make the change. |
1657 | */ |
1658 | ctx->grid[y*ctx->w+x] = (delta > 0); |
1659 | |
1660 | /* |
1661 | * Update any numbers already present in the grid. |
1662 | */ |
1663 | for (dy = -1; dy <= +1; dy++) |
1664 | for (dx = -1; dx <= +1; dx++) |
1665 | if (x+dx >= 0 && x+dx < ctx->w && |
1666 | y+dy >= 0 && y+dy < ctx->h && |
1667 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1668 | if (dx == 0 && dy == 0) { |
1669 | /* |
1670 | * The square itself is marked as known in |
1671 | * the grid. Mark it as a mine if it's a |
1672 | * mine, or else work out its number. |
1673 | */ |
1674 | if (delta > 0) { |
1675 | grid[y*ctx->w+x] = -1; |
1676 | } else { |
1677 | int dx2, dy2, minecount = 0; |
1678 | for (dy2 = -1; dy2 <= +1; dy2++) |
1679 | for (dx2 = -1; dx2 <= +1; dx2++) |
1680 | if (x+dx2 >= 0 && x+dx2 < ctx->w && |
1681 | y+dy2 >= 0 && y+dy2 < ctx->h && |
1682 | ctx->grid[(y+dy2)*ctx->w+(x+dx2)]) |
1683 | minecount++; |
1684 | grid[y*ctx->w+x] = minecount; |
1685 | } |
1686 | } else { |
1687 | if (grid[(y+dy)*ctx->w+(x+dx)] >= 0) |
1688 | grid[(y+dy)*ctx->w+(x+dx)] += delta; |
1689 | } |
1690 | } |
1691 | } |
1692 | |
1693 | #ifdef GENERATION_DIAGNOSTICS |
1694 | { |
1695 | int yy, xx; |
1696 | printf("grid after perturbing:\n"); |
1697 | for (yy = 0; yy < ctx->h; yy++) { |
1698 | for (xx = 0; xx < ctx->w; xx++) { |
1699 | int v = ctx->grid[yy*ctx->w+xx]; |
1700 | if (yy == ctx->sy && xx == ctx->sx) { |
1701 | assert(!v); |
1702 | putchar('S'); |
1703 | } else if (v) { |
1704 | putchar('*'); |
1705 | } else { |
1706 | putchar('-'); |
1707 | } |
1708 | } |
1709 | putchar('\n'); |
1710 | } |
1711 | printf("\n"); |
1712 | } |
1713 | #endif |
1714 | |
1715 | return ret; |
1716 | } |
1717 | |
1718 | static char *minegen(int w, int h, int n, int x, int y, int unique, |
1719 | random_state *rs) |
1720 | { |
1721 | char *ret = snewn(w*h, char); |
1722 | int success; |
a174a940 |
1723 | int ntries = 0; |
7959b517 |
1724 | |
1725 | do { |
1726 | success = FALSE; |
a174a940 |
1727 | ntries++; |
7959b517 |
1728 | |
1729 | memset(ret, 0, w*h); |
1730 | |
1731 | /* |
1732 | * Start by placing n mines, none of which is at x,y or within |
1733 | * one square of it. |
1734 | */ |
1735 | { |
1736 | int *tmp = snewn(w*h, int); |
1737 | int i, j, k, nn; |
1738 | |
1739 | /* |
1740 | * Write down the list of possible mine locations. |
1741 | */ |
1742 | k = 0; |
1743 | for (i = 0; i < h; i++) |
1744 | for (j = 0; j < w; j++) |
1745 | if (abs(i - y) > 1 || abs(j - x) > 1) |
1746 | tmp[k++] = i*w+j; |
1747 | |
1748 | /* |
1749 | * Now pick n off the list at random. |
1750 | */ |
1751 | nn = n; |
1752 | while (nn-- > 0) { |
1753 | i = random_upto(rs, k); |
1754 | ret[tmp[i]] = 1; |
1755 | tmp[i] = tmp[--k]; |
1756 | } |
1757 | |
1758 | sfree(tmp); |
1759 | } |
1760 | |
1761 | #ifdef GENERATION_DIAGNOSTICS |
1762 | { |
1763 | int yy, xx; |
1764 | printf("grid after initial generation:\n"); |
1765 | for (yy = 0; yy < h; yy++) { |
1766 | for (xx = 0; xx < w; xx++) { |
1767 | int v = ret[yy*w+xx]; |
1768 | if (yy == y && xx == x) { |
1769 | assert(!v); |
1770 | putchar('S'); |
1771 | } else if (v) { |
1772 | putchar('*'); |
1773 | } else { |
1774 | putchar('-'); |
1775 | } |
1776 | } |
1777 | putchar('\n'); |
1778 | } |
1779 | printf("\n"); |
1780 | } |
1781 | #endif |
1782 | |
1783 | /* |
1784 | * Now set up a results grid to run the solver in, and a |
1785 | * context for the solver to open squares. Then run the solver |
1786 | * repeatedly; if the number of perturb steps ever goes up or |
1787 | * it ever returns -1, give up completely. |
1788 | * |
1789 | * We bypass this bit if we're not after a unique grid. |
1790 | */ |
1791 | if (unique) { |
23e8c9fd |
1792 | signed char *solvegrid = snewn(w*h, signed char); |
7959b517 |
1793 | struct minectx actx, *ctx = &actx; |
1794 | int solveret, prevret = -2; |
1795 | |
1796 | ctx->grid = ret; |
1797 | ctx->w = w; |
1798 | ctx->h = h; |
1799 | ctx->sx = x; |
1800 | ctx->sy = y; |
1801 | ctx->rs = rs; |
a174a940 |
1802 | ctx->allow_big_perturbs = (ntries > 100); |
7959b517 |
1803 | |
1804 | while (1) { |
1805 | memset(solvegrid, -2, w*h); |
1806 | solvegrid[y*w+x] = mineopen(ctx, x, y); |
1807 | assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */ |
1808 | |
1809 | solveret = |
1810 | minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs); |
1811 | if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) { |
1812 | success = FALSE; |
1813 | break; |
1814 | } else if (solveret == 0) { |
1815 | success = TRUE; |
1816 | break; |
1817 | } |
1818 | } |
1819 | |
1820 | sfree(solvegrid); |
1821 | } else { |
1822 | success = TRUE; |
1823 | } |
1824 | |
1825 | } while (!success); |
1826 | |
1827 | return ret; |
1828 | } |
1829 | |
1830 | /* |
1831 | * The Mines game descriptions contain the location of every mine, |
1832 | * and can therefore be used to cheat. |
1833 | * |
1834 | * It would be pointless to attempt to _prevent_ this form of |
1835 | * cheating by encrypting the description, since Mines is |
1836 | * open-source so anyone can find out the encryption key. However, |
1837 | * I think it is worth doing a bit of gentle obfuscation to prevent |
1838 | * _accidental_ spoilers: if you happened to note that the game ID |
1839 | * starts with an F, for example, you might be unable to put the |
1840 | * knowledge of those mines out of your mind while playing. So, |
1841 | * just as discussions of film endings are rot13ed to avoid |
1842 | * spoiling it for people who don't want to be told, we apply a |
1843 | * keyless, reversible, but visually completely obfuscatory masking |
1844 | * function to the mine bitmap. |
1845 | */ |
1846 | static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode) |
1847 | { |
1848 | int bytes, firsthalf, secondhalf; |
1849 | struct step { |
1850 | unsigned char *seedstart; |
1851 | int seedlen; |
1852 | unsigned char *targetstart; |
1853 | int targetlen; |
1854 | } steps[2]; |
1855 | int i, j; |
1856 | |
1857 | /* |
1858 | * My obfuscation algorithm is similar in concept to the OAEP |
1859 | * encoding used in some forms of RSA. Here's a specification |
1860 | * of it: |
1861 | * |
1862 | * + We have a `masking function' which constructs a stream of |
1863 | * pseudorandom bytes from a seed of some number of input |
1864 | * bytes. |
1865 | * |
1866 | * + We pad out our input bit stream to a whole number of |
1867 | * bytes by adding up to 7 zero bits on the end. (In fact |
1868 | * the bitmap passed as input to this function will already |
1869 | * have had this done in practice.) |
1870 | * |
1871 | * + We divide the _byte_ stream exactly in half, rounding the |
1872 | * half-way position _down_. So an 81-bit input string, for |
1873 | * example, rounds up to 88 bits or 11 bytes, and then |
1874 | * dividing by two gives 5 bytes in the first half and 6 in |
1875 | * the second half. |
1876 | * |
1877 | * + We generate a mask from the second half of the bytes, and |
1878 | * XOR it over the first half. |
1879 | * |
1880 | * + We generate a mask from the (encoded) first half of the |
1881 | * bytes, and XOR it over the second half. Any null bits at |
1882 | * the end which were added as padding are cleared back to |
1883 | * zero even if this operation would have made them nonzero. |
1884 | * |
1885 | * To de-obfuscate, the steps are precisely the same except |
1886 | * that the final two are reversed. |
1887 | * |
1888 | * Finally, our masking function. Given an input seed string of |
1889 | * bytes, the output mask consists of concatenating the SHA-1 |
1890 | * hashes of the seed string and successive decimal integers, |
1891 | * starting from 0. |
1892 | */ |
1893 | |
1894 | bytes = (bits + 7) / 8; |
1895 | firsthalf = bytes / 2; |
1896 | secondhalf = bytes - firsthalf; |
1897 | |
1898 | steps[decode ? 1 : 0].seedstart = bmp + firsthalf; |
1899 | steps[decode ? 1 : 0].seedlen = secondhalf; |
1900 | steps[decode ? 1 : 0].targetstart = bmp; |
1901 | steps[decode ? 1 : 0].targetlen = firsthalf; |
1902 | |
1903 | steps[decode ? 0 : 1].seedstart = bmp; |
1904 | steps[decode ? 0 : 1].seedlen = firsthalf; |
1905 | steps[decode ? 0 : 1].targetstart = bmp + firsthalf; |
1906 | steps[decode ? 0 : 1].targetlen = secondhalf; |
1907 | |
1908 | for (i = 0; i < 2; i++) { |
1909 | SHA_State base, final; |
1910 | unsigned char digest[20]; |
1911 | char numberbuf[80]; |
1912 | int digestpos = 20, counter = 0; |
1913 | |
1914 | SHA_Init(&base); |
1915 | SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen); |
1916 | |
1917 | for (j = 0; j < steps[i].targetlen; j++) { |
1918 | if (digestpos >= 20) { |
1919 | sprintf(numberbuf, "%d", counter++); |
1920 | final = base; |
1921 | SHA_Bytes(&final, numberbuf, strlen(numberbuf)); |
1922 | SHA_Final(&final, digest); |
1923 | digestpos = 0; |
1924 | } |
9914f9b6 |
1925 | steps[i].targetstart[j] ^= digest[digestpos++]; |
7959b517 |
1926 | } |
1927 | |
1928 | /* |
1929 | * Mask off the pad bits in the final byte after both steps. |
1930 | */ |
1931 | if (bits % 8) |
1932 | bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8)); |
1933 | } |
1934 | } |
1935 | |
f17c2cda |
1936 | static char *describe_layout(char *grid, int area, int x, int y, |
1937 | int obfuscate) |
1938 | { |
1939 | char *ret, *p; |
1940 | unsigned char *bmp; |
1941 | int i; |
1942 | |
1943 | /* |
1944 | * Set up the mine bitmap and obfuscate it. |
1945 | */ |
1946 | bmp = snewn((area + 7) / 8, unsigned char); |
1947 | memset(bmp, 0, (area + 7) / 8); |
1948 | for (i = 0; i < area; i++) { |
1949 | if (grid[i]) |
1950 | bmp[i / 8] |= 0x80 >> (i % 8); |
1951 | } |
1952 | if (obfuscate) |
1953 | obfuscate_bitmap(bmp, area, FALSE); |
1954 | |
1955 | /* |
1956 | * Now encode the resulting bitmap in hex. We can work to |
1957 | * nibble rather than byte granularity, since the obfuscation |
1958 | * function guarantees to return a bit string of the same |
1959 | * length as its input. |
1960 | */ |
1961 | ret = snewn((area+3)/4 + 100, char); |
1962 | p = ret + sprintf(ret, "%d,%d,%s", x, y, |
1963 | obfuscate ? "m" : ""); /* 'm' == masked */ |
1964 | for (i = 0; i < (area+3)/4; i++) { |
1965 | int v = bmp[i/2]; |
1966 | if (i % 2 == 0) |
1967 | v >>= 4; |
1968 | *p++ = "0123456789abcdef"[v & 0xF]; |
1969 | } |
1970 | *p = '\0'; |
1971 | |
1972 | sfree(bmp); |
1973 | |
1974 | return ret; |
1975 | } |
1976 | |
c380832d |
1977 | static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, |
1978 | random_state *rs, char **game_desc) |
7959b517 |
1979 | { |
f17c2cda |
1980 | char *grid; |
7959b517 |
1981 | |
9914f9b6 |
1982 | #ifdef TEST_OBFUSCATION |
1983 | static int tested_obfuscation = FALSE; |
1984 | if (!tested_obfuscation) { |
1985 | /* |
1986 | * A few simple test vectors for the obfuscator. |
1987 | * |
1988 | * First test: the 28-bit stream 1234567. This divides up |
1989 | * into 1234 and 567[0]. The SHA of 56 70 30 (appending |
1990 | * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus, |
1991 | * we XOR the 16-bit string 15CE into the input 1234 to get |
1992 | * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is |
1993 | * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the |
1994 | * 12-bit string 337 into the input 567 to get 650. Thus |
1995 | * our output is 07FA650. |
1996 | */ |
1997 | { |
1998 | unsigned char bmp1[] = "\x12\x34\x56\x70"; |
1999 | obfuscate_bitmap(bmp1, 28, FALSE); |
2000 | printf("test 1 encode: %s\n", |
2001 | memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed"); |
2002 | obfuscate_bitmap(bmp1, 28, TRUE); |
2003 | printf("test 1 decode: %s\n", |
2004 | memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed"); |
2005 | } |
2006 | /* |
2007 | * Second test: a long string to make sure we switch from |
2008 | * one SHA to the next correctly. My input string this time |
2009 | * is simply fifty bytes of zeroes. |
2010 | */ |
2011 | { |
2012 | unsigned char bmp2[50]; |
2013 | unsigned char bmp2a[50]; |
2014 | memset(bmp2, 0, 50); |
2015 | memset(bmp2a, 0, 50); |
2016 | obfuscate_bitmap(bmp2, 50 * 8, FALSE); |
2017 | /* |
2018 | * SHA of twenty-five zero bytes plus "0" is |
2019 | * b202c07b990c01f6ff2d544707f60e506019b671. SHA of |
2020 | * twenty-five zero bytes plus "1" is |
2021 | * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our |
2022 | * first half becomes |
2023 | * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2. |
2024 | * |
2025 | * SHA of that lot plus "0" is |
2026 | * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the |
2027 | * same string plus "1" is |
2028 | * 3d01d8df78e76d382b8106f480135a1bc751d725. So the |
2029 | * second half becomes |
2030 | * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78. |
2031 | */ |
2032 | printf("test 2 encode: %s\n", |
2033 | memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54" |
2034 | "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8" |
2035 | "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27" |
2036 | "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01" |
2037 | "\xd8\xdf\x78", 50) ? "failed" : "passed"); |
2038 | obfuscate_bitmap(bmp2, 50 * 8, TRUE); |
2039 | printf("test 2 decode: %s\n", |
2040 | memcmp(bmp2, bmp2a, 50) ? "failed" : "passed"); |
2041 | } |
2042 | } |
2043 | #endif |
2044 | |
c380832d |
2045 | grid = minegen(w, h, n, x, y, unique, rs); |
7959b517 |
2046 | |
f17c2cda |
2047 | if (game_desc) |
2048 | *game_desc = describe_layout(grid, w * h, x, y, TRUE); |
7959b517 |
2049 | |
c380832d |
2050 | return grid; |
2051 | } |
2052 | |
2053 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
2054 | game_aux_info **aux, int interactive) |
c380832d |
2055 | { |
522ed781 |
2056 | /* |
2057 | * We generate the coordinates of an initial click even if they |
2058 | * aren't actually used. This has the effect of harmonising the |
2059 | * random number usage between interactive and batch use: if |
2060 | * you use `mines --generate' with an explicit random seed, you |
2061 | * should get exactly the same results as if you type the same |
2062 | * random seed into the interactive game and click in the same |
2063 | * initial location. (Of course you won't get the same grid if |
2064 | * you click in a _different_ initial location, but there's |
2065 | * nothing to be done about that.) |
2066 | */ |
2067 | int x = random_upto(rs, params->w); |
2068 | int y = random_upto(rs, params->h); |
2069 | |
6aa6af4c |
2070 | if (!interactive) { |
2071 | /* |
2072 | * For batch-generated grids, pre-open one square. |
2073 | */ |
23e8c9fd |
2074 | char *grid; |
27a79972 |
2075 | char *desc; |
6aa6af4c |
2076 | |
2077 | grid = new_mine_layout(params->w, params->h, params->n, |
2078 | x, y, params->unique, rs, &desc); |
2079 | sfree(grid); |
2080 | return desc; |
2081 | } else { |
2082 | char *rsdesc, *desc; |
2083 | |
2084 | rsdesc = random_state_encode(rs); |
2085 | desc = snewn(strlen(rsdesc) + 100, char); |
ab53eb64 |
2086 | sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc); |
6aa6af4c |
2087 | sfree(rsdesc); |
2088 | return desc; |
2089 | } |
7959b517 |
2090 | } |
2091 | |
2092 | static void game_free_aux_info(game_aux_info *aux) |
2093 | { |
2094 | assert(!"Shouldn't happen"); |
2095 | } |
2096 | |
2097 | static char *validate_desc(game_params *params, char *desc) |
2098 | { |
2099 | int wh = params->w * params->h; |
2100 | int x, y; |
2101 | |
c380832d |
2102 | if (*desc == 'r') { |
2103 | if (!*desc || !isdigit((unsigned char)*desc)) |
2104 | return "No initial mine count in game description"; |
2105 | while (*desc && isdigit((unsigned char)*desc)) |
2106 | desc++; /* skip over mine count */ |
2107 | if (*desc != ',') |
2108 | return "No ',' after initial x-coordinate in game description"; |
7959b517 |
2109 | desc++; |
c380832d |
2110 | if (*desc != 'u' && *desc != 'a') |
2111 | return "No uniqueness specifier in game description"; |
2112 | desc++; |
2113 | if (*desc != ',') |
2114 | return "No ',' after uniqueness specifier in game description"; |
2115 | /* now ignore the rest */ |
2116 | } else { |
2117 | if (!*desc || !isdigit((unsigned char)*desc)) |
2118 | return "No initial x-coordinate in game description"; |
2119 | x = atoi(desc); |
2120 | if (x < 0 || x >= params->w) |
2121 | return "Initial x-coordinate was out of range"; |
2122 | while (*desc && isdigit((unsigned char)*desc)) |
2123 | desc++; /* skip over x coordinate */ |
2124 | if (*desc != ',') |
2125 | return "No ',' after initial x-coordinate in game description"; |
2126 | desc++; /* eat comma */ |
2127 | if (!*desc || !isdigit((unsigned char)*desc)) |
2128 | return "No initial y-coordinate in game description"; |
2129 | y = atoi(desc); |
2130 | if (y < 0 || y >= params->h) |
2131 | return "Initial y-coordinate was out of range"; |
2132 | while (*desc && isdigit((unsigned char)*desc)) |
2133 | desc++; /* skip over y coordinate */ |
2134 | if (*desc != ',') |
2135 | return "No ',' after initial y-coordinate in game description"; |
2136 | desc++; /* eat comma */ |
2137 | /* eat `m', meaning `masked', if present */ |
2138 | if (*desc == 'm') |
2139 | desc++; |
2140 | /* now just check length of remainder */ |
2141 | if (strlen(desc) != (wh+3)/4) |
2142 | return "Game description is wrong length"; |
2143 | } |
7959b517 |
2144 | |
2145 | return NULL; |
2146 | } |
2147 | |
2148 | static int open_square(game_state *state, int x, int y) |
2149 | { |
2150 | int w = state->w, h = state->h; |
2151 | int xx, yy, nmines, ncovered; |
2152 | |
c380832d |
2153 | if (!state->layout->mines) { |
2154 | /* |
2155 | * We have a preliminary game in which the mine layout |
2156 | * hasn't been generated yet. Generate it based on the |
2157 | * initial click location. |
2158 | */ |
2159 | char *desc; |
2160 | state->layout->mines = new_mine_layout(w, h, state->layout->n, |
2161 | x, y, state->layout->unique, |
2162 | state->layout->rs, |
2163 | &desc); |
2164 | midend_supersede_game_desc(state->layout->me, desc); |
2165 | sfree(desc); |
2166 | random_free(state->layout->rs); |
2167 | state->layout->rs = NULL; |
2168 | } |
2169 | |
2170 | if (state->layout->mines[y*w+x]) { |
7959b517 |
2171 | /* |
11d31eb9 |
2172 | * The player has landed on a mine. Bad luck. Expose the |
2173 | * mine that killed them, but not the rest (in case they |
2174 | * want to Undo and carry on playing). |
7959b517 |
2175 | */ |
2176 | state->dead = TRUE; |
7959b517 |
2177 | state->grid[y*w+x] = 65; |
2178 | return -1; |
2179 | } |
2180 | |
2181 | /* |
2182 | * Otherwise, the player has opened a safe square. Mark it to-do. |
2183 | */ |
2184 | state->grid[y*w+x] = -10; /* `todo' value internal to this func */ |
2185 | |
2186 | /* |
2187 | * Now go through the grid finding all `todo' values and |
2188 | * opening them. Every time one of them turns out to have no |
2189 | * neighbouring mines, we add all its unopened neighbours to |
2190 | * the list as well. |
2191 | * |
2192 | * FIXME: We really ought to be able to do this better than |
2193 | * using repeated N^2 scans of the grid. |
2194 | */ |
2195 | while (1) { |
2196 | int done_something = FALSE; |
2197 | |
2198 | for (yy = 0; yy < h; yy++) |
2199 | for (xx = 0; xx < w; xx++) |
2200 | if (state->grid[yy*w+xx] == -10) { |
2201 | int dx, dy, v; |
2202 | |
c380832d |
2203 | assert(!state->layout->mines[yy*w+xx]); |
7959b517 |
2204 | |
2205 | v = 0; |
2206 | |
2207 | for (dx = -1; dx <= +1; dx++) |
2208 | for (dy = -1; dy <= +1; dy++) |
2209 | if (xx+dx >= 0 && xx+dx < state->w && |
2210 | yy+dy >= 0 && yy+dy < state->h && |
c380832d |
2211 | state->layout->mines[(yy+dy)*w+(xx+dx)]) |
7959b517 |
2212 | v++; |
2213 | |
2214 | state->grid[yy*w+xx] = v; |
2215 | |
2216 | if (v == 0) { |
2217 | for (dx = -1; dx <= +1; dx++) |
2218 | for (dy = -1; dy <= +1; dy++) |
2219 | if (xx+dx >= 0 && xx+dx < state->w && |
2220 | yy+dy >= 0 && yy+dy < state->h && |
2221 | state->grid[(yy+dy)*w+(xx+dx)] == -2) |
2222 | state->grid[(yy+dy)*w+(xx+dx)] = -10; |
2223 | } |
2224 | |
2225 | done_something = TRUE; |
2226 | } |
2227 | |
2228 | if (!done_something) |
2229 | break; |
2230 | } |
2231 | |
2232 | /* |
2233 | * Finally, scan the grid and see if exactly as many squares |
2234 | * are still covered as there are mines. If so, set the `won' |
2235 | * flag and fill in mine markers on all covered squares. |
2236 | */ |
2237 | nmines = ncovered = 0; |
2238 | for (yy = 0; yy < h; yy++) |
2239 | for (xx = 0; xx < w; xx++) { |
2240 | if (state->grid[yy*w+xx] < 0) |
2241 | ncovered++; |
c380832d |
2242 | if (state->layout->mines[yy*w+xx]) |
7959b517 |
2243 | nmines++; |
2244 | } |
2245 | assert(ncovered >= nmines); |
2246 | if (ncovered == nmines) { |
2247 | for (yy = 0; yy < h; yy++) |
2248 | for (xx = 0; xx < w; xx++) { |
2249 | if (state->grid[yy*w+xx] < 0) |
2250 | state->grid[yy*w+xx] = -1; |
2251 | } |
2252 | state->won = TRUE; |
2253 | } |
2254 | |
2255 | return 0; |
2256 | } |
2257 | |
c380832d |
2258 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
7959b517 |
2259 | { |
2260 | game_state *state = snew(game_state); |
2261 | int i, wh, x, y, ret, masked; |
2262 | unsigned char *bmp; |
2263 | |
2264 | state->w = params->w; |
2265 | state->h = params->h; |
2266 | state->n = params->n; |
2267 | state->dead = state->won = FALSE; |
dfc39b12 |
2268 | state->used_solve = state->just_used_solve = FALSE; |
7959b517 |
2269 | |
2270 | wh = state->w * state->h; |
7959b517 |
2271 | |
c380832d |
2272 | state->layout = snew(struct mine_layout); |
ab53eb64 |
2273 | memset(state->layout, 0, sizeof(struct mine_layout)); |
c380832d |
2274 | state->layout->refcount = 1; |
2275 | |
23e8c9fd |
2276 | state->grid = snewn(wh, signed char); |
c380832d |
2277 | memset(state->grid, -2, wh); |
2278 | |
2279 | if (*desc == 'r') { |
2280 | desc++; |
2281 | state->layout->n = atoi(desc); |
2282 | while (*desc && isdigit((unsigned char)*desc)) |
2283 | desc++; /* skip over mine count */ |
2284 | if (*desc) desc++; /* eat comma */ |
2285 | if (*desc == 'a') |
2286 | state->layout->unique = FALSE; |
7959b517 |
2287 | else |
c380832d |
2288 | state->layout->unique = TRUE; |
2289 | desc++; |
2290 | if (*desc) desc++; /* eat comma */ |
7959b517 |
2291 | |
c380832d |
2292 | state->layout->mines = NULL; |
2293 | state->layout->rs = random_state_decode(desc); |
2294 | state->layout->me = me; |
7959b517 |
2295 | |
c380832d |
2296 | } else { |
171fbdaa |
2297 | state->layout->rs = NULL; |
2298 | state->layout->me = NULL; |
7959b517 |
2299 | |
c380832d |
2300 | state->layout->mines = snewn(wh, char); |
2301 | x = atoi(desc); |
2302 | while (*desc && isdigit((unsigned char)*desc)) |
2303 | desc++; /* skip over x coordinate */ |
2304 | if (*desc) desc++; /* eat comma */ |
2305 | y = atoi(desc); |
2306 | while (*desc && isdigit((unsigned char)*desc)) |
2307 | desc++; /* skip over y coordinate */ |
2308 | if (*desc) desc++; /* eat comma */ |
2309 | |
2310 | if (*desc == 'm') { |
2311 | masked = TRUE; |
2312 | desc++; |
2313 | } else { |
2314 | /* |
2315 | * We permit game IDs to be entered by hand without the |
2316 | * masking transformation. |
2317 | */ |
2318 | masked = FALSE; |
2319 | } |
7959b517 |
2320 | |
c380832d |
2321 | bmp = snewn((wh + 7) / 8, unsigned char); |
2322 | memset(bmp, 0, (wh + 7) / 8); |
2323 | for (i = 0; i < (wh+3)/4; i++) { |
2324 | int c = desc[i]; |
2325 | int v; |
2326 | |
2327 | assert(c != 0); /* validate_desc should have caught */ |
2328 | if (c >= '0' && c <= '9') |
2329 | v = c - '0'; |
2330 | else if (c >= 'a' && c <= 'f') |
2331 | v = c - 'a' + 10; |
2332 | else if (c >= 'A' && c <= 'F') |
2333 | v = c - 'A' + 10; |
2334 | else |
2335 | v = 0; |
2336 | |
2337 | bmp[i / 2] |= v << (4 * (1 - (i % 2))); |
2338 | } |
7959b517 |
2339 | |
c380832d |
2340 | if (masked) |
2341 | obfuscate_bitmap(bmp, wh, TRUE); |
2342 | |
2343 | memset(state->layout->mines, 0, wh); |
2344 | for (i = 0; i < wh; i++) { |
2345 | if (bmp[i / 8] & (0x80 >> (i % 8))) |
2346 | state->layout->mines[i] = 1; |
2347 | } |
2348 | |
2349 | ret = open_square(state, x, y); |
ab53eb64 |
2350 | sfree(bmp); |
c380832d |
2351 | } |
7959b517 |
2352 | |
2353 | return state; |
2354 | } |
2355 | |
2356 | static game_state *dup_game(game_state *state) |
2357 | { |
2358 | game_state *ret = snew(game_state); |
2359 | |
2360 | ret->w = state->w; |
2361 | ret->h = state->h; |
2362 | ret->n = state->n; |
2363 | ret->dead = state->dead; |
2364 | ret->won = state->won; |
dfc39b12 |
2365 | ret->used_solve = state->used_solve; |
2366 | ret->just_used_solve = state->just_used_solve; |
c380832d |
2367 | ret->layout = state->layout; |
2368 | ret->layout->refcount++; |
23e8c9fd |
2369 | ret->grid = snewn(ret->w * ret->h, signed char); |
7959b517 |
2370 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
2371 | |
2372 | return ret; |
2373 | } |
2374 | |
2375 | static void free_game(game_state *state) |
2376 | { |
c380832d |
2377 | if (--state->layout->refcount <= 0) { |
2378 | sfree(state->layout->mines); |
2379 | if (state->layout->rs) |
2380 | random_free(state->layout->rs); |
2381 | sfree(state->layout); |
2382 | } |
7959b517 |
2383 | sfree(state->grid); |
2384 | sfree(state); |
2385 | } |
2386 | |
2387 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
2388 | char **error) |
2389 | { |
dfc39b12 |
2390 | /* |
2391 | * Simply expose the entire grid as if it were a completed |
2392 | * solution. |
2393 | */ |
2394 | game_state *ret; |
2395 | int yy, xx; |
2396 | |
2397 | if (!state->layout->mines) { |
2398 | *error = "Game has not been started yet"; |
2399 | return NULL; |
2400 | } |
2401 | |
2402 | ret = dup_game(state); |
2403 | for (yy = 0; yy < ret->h; yy++) |
2404 | for (xx = 0; xx < ret->w; xx++) { |
2405 | |
2406 | if (ret->layout->mines[yy*ret->w+xx]) { |
2407 | ret->grid[yy*ret->w+xx] = -1; |
2408 | } else { |
2409 | int dx, dy, v; |
2410 | |
2411 | v = 0; |
2412 | |
2413 | for (dx = -1; dx <= +1; dx++) |
2414 | for (dy = -1; dy <= +1; dy++) |
2415 | if (xx+dx >= 0 && xx+dx < ret->w && |
2416 | yy+dy >= 0 && yy+dy < ret->h && |
2417 | ret->layout->mines[(yy+dy)*ret->w+(xx+dx)]) |
2418 | v++; |
2419 | |
2420 | ret->grid[yy*ret->w+xx] = v; |
2421 | } |
2422 | } |
2423 | ret->used_solve = ret->just_used_solve = TRUE; |
2424 | ret->won = TRUE; |
2425 | |
2426 | return ret; |
7959b517 |
2427 | } |
2428 | |
2429 | static char *game_text_format(game_state *state) |
2430 | { |
01be48b0 |
2431 | char *ret; |
2432 | int x, y; |
2433 | |
2434 | ret = snewn((state->w + 1) * state->h + 1, char); |
2435 | for (y = 0; y < state->h; y++) { |
2436 | for (x = 0; x < state->w; x++) { |
2437 | int v = state->grid[y*state->w+x]; |
2438 | if (v == 0) |
2439 | v = '-'; |
2440 | else if (v >= 1 && v <= 8) |
2441 | v = '0' + v; |
2442 | else if (v == -1) |
2443 | v = '*'; |
2444 | else if (v == -2 || v == -3) |
2445 | v = '?'; |
2446 | else if (v >= 64) |
2447 | v = '!'; |
2448 | ret[y * (state->w+1) + x] = v; |
2449 | } |
2450 | ret[y * (state->w+1) + state->w] = '\n'; |
2451 | } |
2452 | ret[(state->w + 1) * state->h] = '\0'; |
2453 | |
2454 | return ret; |
7959b517 |
2455 | } |
2456 | |
2457 | struct game_ui { |
2458 | int hx, hy, hradius; /* for mouse-down highlights */ |
2459 | int flash_is_death; |
11d31eb9 |
2460 | int deaths; |
7959b517 |
2461 | }; |
2462 | |
2463 | static game_ui *new_ui(game_state *state) |
2464 | { |
2465 | game_ui *ui = snew(game_ui); |
2466 | ui->hx = ui->hy = -1; |
2467 | ui->hradius = 0; |
11d31eb9 |
2468 | ui->deaths = 0; |
7959b517 |
2469 | ui->flash_is_death = FALSE; /* *shrug* */ |
2470 | return ui; |
2471 | } |
2472 | |
2473 | static void free_ui(game_ui *ui) |
2474 | { |
2475 | sfree(ui); |
2476 | } |
2477 | |
c0361acd |
2478 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
2479 | int x, int y, int button) |
7959b517 |
2480 | { |
2481 | game_state *ret; |
2482 | int cx, cy; |
2483 | |
2484 | if (from->dead || from->won) |
2485 | return NULL; /* no further moves permitted */ |
2486 | |
2487 | if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && |
2488 | !IS_MOUSE_RELEASE(button)) |
2489 | return NULL; |
2490 | |
2491 | cx = FROMCOORD(x); |
2492 | cy = FROMCOORD(y); |
7959b517 |
2493 | |
93b1da3d |
2494 | if (button == LEFT_BUTTON || button == LEFT_DRAG || |
2495 | button == MIDDLE_BUTTON || button == MIDDLE_DRAG) { |
39c86385 |
2496 | if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h) |
2497 | return NULL; |
2498 | |
7959b517 |
2499 | /* |
2500 | * Mouse-downs and mouse-drags just cause highlighting |
2501 | * updates. |
2502 | */ |
2503 | ui->hx = cx; |
2504 | ui->hy = cy; |
2505 | ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0); |
2506 | return from; |
2507 | } |
2508 | |
2509 | if (button == RIGHT_BUTTON) { |
39c86385 |
2510 | if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h) |
2511 | return NULL; |
2512 | |
7959b517 |
2513 | /* |
2514 | * Right-clicking only works on a covered square, and it |
2515 | * toggles between -1 (marked as mine) and -2 (not marked |
2516 | * as mine). |
2517 | * |
2518 | * FIXME: question marks. |
2519 | */ |
2520 | if (from->grid[cy * from->w + cx] != -2 && |
2521 | from->grid[cy * from->w + cx] != -1) |
2522 | return NULL; |
2523 | |
2524 | ret = dup_game(from); |
dfc39b12 |
2525 | ret->just_used_solve = FALSE; |
7959b517 |
2526 | ret->grid[cy * from->w + cx] ^= (-2 ^ -1); |
2527 | |
2528 | return ret; |
2529 | } |
2530 | |
93b1da3d |
2531 | if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) { |
7959b517 |
2532 | ui->hx = ui->hy = -1; |
2533 | ui->hradius = 0; |
2534 | |
2535 | /* |
2536 | * At this stage we must never return NULL: we have adjusted |
2537 | * the ui, so at worst we return `from'. |
2538 | */ |
39c86385 |
2539 | if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h) |
2540 | return from; |
7959b517 |
2541 | |
2542 | /* |
2543 | * Left-clicking on a covered square opens a tile. Not |
2544 | * permitted if the tile is marked as a mine, for safety. |
2545 | * (Unmark it and _then_ open it.) |
2546 | */ |
93b1da3d |
2547 | if (button == LEFT_RELEASE && |
2548 | (from->grid[cy * from->w + cx] == -2 || |
2549 | from->grid[cy * from->w + cx] == -3)) { |
7959b517 |
2550 | ret = dup_game(from); |
dfc39b12 |
2551 | ret->just_used_solve = FALSE; |
7959b517 |
2552 | open_square(ret, cx, cy); |
11d31eb9 |
2553 | if (ret->dead) |
2554 | ui->deaths++; |
7959b517 |
2555 | return ret; |
2556 | } |
2557 | |
2558 | /* |
93b1da3d |
2559 | * Left-clicking or middle-clicking on an uncovered tile: |
2560 | * first we check to see if the number of mine markers |
2561 | * surrounding the tile is equal to its mine count, and if |
2562 | * so then we open all other surrounding squares. |
7959b517 |
2563 | */ |
2564 | if (from->grid[cy * from->w + cx] > 0) { |
2565 | int dy, dx, n; |
2566 | |
2567 | /* Count mine markers. */ |
2568 | n = 0; |
2569 | for (dy = -1; dy <= +1; dy++) |
2570 | for (dx = -1; dx <= +1; dx++) |
2571 | if (cx+dx >= 0 && cx+dx < from->w && |
2572 | cy+dy >= 0 && cy+dy < from->h) { |
2573 | if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1) |
2574 | n++; |
2575 | } |
2576 | |
2577 | if (n == from->grid[cy * from->w + cx]) { |
2578 | ret = dup_game(from); |
dfc39b12 |
2579 | ret->just_used_solve = FALSE; |
7959b517 |
2580 | for (dy = -1; dy <= +1; dy++) |
2581 | for (dx = -1; dx <= +1; dx++) |
2582 | if (cx+dx >= 0 && cx+dx < ret->w && |
2583 | cy+dy >= 0 && cy+dy < ret->h && |
2584 | (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 || |
2585 | ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3)) |
2586 | open_square(ret, cx+dx, cy+dy); |
11d31eb9 |
2587 | if (ret->dead) |
2588 | ui->deaths++; |
7959b517 |
2589 | return ret; |
2590 | } |
2591 | } |
2592 | |
2593 | return from; |
2594 | } |
2595 | |
2596 | return NULL; |
2597 | } |
2598 | |
2599 | /* ---------------------------------------------------------------------- |
2600 | * Drawing routines. |
2601 | */ |
2602 | |
2603 | struct game_drawstate { |
2604 | int w, h, started; |
27a79972 |
2605 | signed char *grid; |
7959b517 |
2606 | /* |
2607 | * Items in this `grid' array have all the same values as in |
2608 | * the game_state grid, and in addition: |
2609 | * |
2610 | * - -10 means the tile was drawn `specially' as a result of a |
2611 | * flash, so it will always need redrawing. |
2612 | * |
2613 | * - -22 and -23 mean the tile is highlighted for a possible |
2614 | * click. |
2615 | */ |
2616 | }; |
2617 | |
2618 | static void game_size(game_params *params, int *x, int *y) |
2619 | { |
2620 | *x = BORDER * 2 + TILE_SIZE * params->w; |
2621 | *y = BORDER * 2 + TILE_SIZE * params->h; |
2622 | } |
2623 | |
2624 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2625 | { |
2626 | float *ret = snewn(3 * NCOLOURS, float); |
2627 | |
2628 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2629 | |
87871cf1 |
2630 | ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0; |
2631 | ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0; |
2632 | ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0; |
2633 | |
7959b517 |
2634 | ret[COL_1 * 3 + 0] = 0.0F; |
2635 | ret[COL_1 * 3 + 1] = 0.0F; |
2636 | ret[COL_1 * 3 + 2] = 1.0F; |
2637 | |
2638 | ret[COL_2 * 3 + 0] = 0.0F; |
2639 | ret[COL_2 * 3 + 1] = 0.5F; |
2640 | ret[COL_2 * 3 + 2] = 0.0F; |
2641 | |
2642 | ret[COL_3 * 3 + 0] = 1.0F; |
2643 | ret[COL_3 * 3 + 1] = 0.0F; |
2644 | ret[COL_3 * 3 + 2] = 0.0F; |
2645 | |
2646 | ret[COL_4 * 3 + 0] = 0.0F; |
2647 | ret[COL_4 * 3 + 1] = 0.0F; |
2648 | ret[COL_4 * 3 + 2] = 0.5F; |
2649 | |
2650 | ret[COL_5 * 3 + 0] = 0.5F; |
2651 | ret[COL_5 * 3 + 1] = 0.0F; |
2652 | ret[COL_5 * 3 + 2] = 0.0F; |
2653 | |
2654 | ret[COL_6 * 3 + 0] = 0.0F; |
2655 | ret[COL_6 * 3 + 1] = 0.5F; |
2656 | ret[COL_6 * 3 + 2] = 0.5F; |
2657 | |
2658 | ret[COL_7 * 3 + 0] = 0.0F; |
2659 | ret[COL_7 * 3 + 1] = 0.0F; |
2660 | ret[COL_7 * 3 + 2] = 0.0F; |
2661 | |
2662 | ret[COL_8 * 3 + 0] = 0.5F; |
2663 | ret[COL_8 * 3 + 1] = 0.5F; |
2664 | ret[COL_8 * 3 + 2] = 0.5F; |
2665 | |
2666 | ret[COL_MINE * 3 + 0] = 0.0F; |
2667 | ret[COL_MINE * 3 + 1] = 0.0F; |
2668 | ret[COL_MINE * 3 + 2] = 0.0F; |
2669 | |
2670 | ret[COL_BANG * 3 + 0] = 1.0F; |
2671 | ret[COL_BANG * 3 + 1] = 0.0F; |
2672 | ret[COL_BANG * 3 + 2] = 0.0F; |
2673 | |
2674 | ret[COL_CROSS * 3 + 0] = 1.0F; |
2675 | ret[COL_CROSS * 3 + 1] = 0.0F; |
2676 | ret[COL_CROSS * 3 + 2] = 0.0F; |
2677 | |
2678 | ret[COL_FLAG * 3 + 0] = 1.0F; |
2679 | ret[COL_FLAG * 3 + 1] = 0.0F; |
2680 | ret[COL_FLAG * 3 + 2] = 0.0F; |
2681 | |
2682 | ret[COL_FLAGBASE * 3 + 0] = 0.0F; |
2683 | ret[COL_FLAGBASE * 3 + 1] = 0.0F; |
2684 | ret[COL_FLAGBASE * 3 + 2] = 0.0F; |
2685 | |
2686 | ret[COL_QUERY * 3 + 0] = 0.0F; |
2687 | ret[COL_QUERY * 3 + 1] = 0.0F; |
2688 | ret[COL_QUERY * 3 + 2] = 0.0F; |
2689 | |
2690 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
2691 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
2692 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
2693 | |
2694 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; |
2695 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; |
2696 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; |
2697 | |
2698 | *ncolours = NCOLOURS; |
2699 | return ret; |
2700 | } |
2701 | |
2702 | static game_drawstate *game_new_drawstate(game_state *state) |
2703 | { |
2704 | struct game_drawstate *ds = snew(struct game_drawstate); |
2705 | |
2706 | ds->w = state->w; |
2707 | ds->h = state->h; |
2708 | ds->started = FALSE; |
23e8c9fd |
2709 | ds->grid = snewn(ds->w * ds->h, signed char); |
7959b517 |
2710 | |
2711 | memset(ds->grid, -99, ds->w * ds->h); |
2712 | |
2713 | return ds; |
2714 | } |
2715 | |
2716 | static void game_free_drawstate(game_drawstate *ds) |
2717 | { |
2718 | sfree(ds->grid); |
2719 | sfree(ds); |
2720 | } |
2721 | |
2722 | static void draw_tile(frontend *fe, int x, int y, int v, int bg) |
2723 | { |
2724 | if (v < 0) { |
2725 | int coords[12]; |
2726 | int hl = 0; |
2727 | |
2728 | if (v == -22 || v == -23) { |
2729 | v += 20; |
2730 | |
2731 | /* |
2732 | * Omit the highlights in this case. |
2733 | */ |
87871cf1 |
2734 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
2735 | bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg); |
7959b517 |
2736 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2737 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2738 | } else { |
2739 | /* |
2740 | * Draw highlights to indicate the square is covered. |
2741 | */ |
2742 | coords[0] = x + TILE_SIZE - 1; |
2743 | coords[1] = y + TILE_SIZE - 1; |
2744 | coords[2] = x + TILE_SIZE - 1; |
2745 | coords[3] = y; |
2746 | coords[4] = x; |
2747 | coords[5] = y + TILE_SIZE - 1; |
2748 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl); |
2749 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl); |
2750 | |
2751 | coords[0] = x; |
2752 | coords[1] = y; |
2753 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl); |
2754 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl); |
2755 | |
2756 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
2757 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
2758 | bg); |
2759 | } |
2760 | |
2761 | if (v == -1) { |
2762 | /* |
2763 | * Draw a flag. |
2764 | */ |
2765 | #define SETCOORD(n, dx, dy) do { \ |
2766 | coords[(n)*2+0] = x + TILE_SIZE * (dx); \ |
2767 | coords[(n)*2+1] = y + TILE_SIZE * (dy); \ |
2768 | } while (0) |
2769 | SETCOORD(0, 0.6, 0.35); |
2770 | SETCOORD(1, 0.6, 0.7); |
2771 | SETCOORD(2, 0.8, 0.8); |
2772 | SETCOORD(3, 0.25, 0.8); |
2773 | SETCOORD(4, 0.55, 0.7); |
2774 | SETCOORD(5, 0.55, 0.35); |
2775 | draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE); |
2776 | draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE); |
2777 | |
2778 | SETCOORD(0, 0.6, 0.2); |
2779 | SETCOORD(1, 0.6, 0.5); |
2780 | SETCOORD(2, 0.2, 0.35); |
2781 | draw_polygon(fe, coords, 3, TRUE, COL_FLAG); |
2782 | draw_polygon(fe, coords, 3, FALSE, COL_FLAG); |
2783 | #undef SETCOORD |
2784 | |
2785 | } else if (v == -3) { |
2786 | /* |
2787 | * Draw a question mark. |
2788 | */ |
2789 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2790 | FONT_VARIABLE, TILE_SIZE * 6 / 8, |
2791 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2792 | COL_QUERY, "?"); |
2793 | } |
2794 | } else { |
2795 | /* |
2796 | * Clear the square to the background colour, and draw thin |
2797 | * grid lines along the top and left. |
2798 | * |
2799 | * Exception is that for value 65 (mine we've just trodden |
2800 | * on), we clear the square to COL_BANG. |
2801 | */ |
2802 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
87871cf1 |
2803 | (v == 65 ? COL_BANG : |
2804 | bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg)); |
7959b517 |
2805 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2806 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2807 | |
2808 | if (v > 0 && v <= 8) { |
2809 | /* |
2810 | * Mark a number. |
2811 | */ |
2812 | char str[2]; |
2813 | str[0] = v + '0'; |
2814 | str[1] = '\0'; |
2815 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2816 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2817 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2818 | (COL_1 - 1) + v, str); |
2819 | |
2820 | } else if (v >= 64) { |
2821 | /* |
2822 | * Mark a mine. |
2823 | * |
2824 | * FIXME: this could be done better! |
2825 | */ |
2826 | #if 0 |
2827 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2828 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2829 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2830 | COL_MINE, "*"); |
2831 | #else |
2832 | { |
2833 | int cx = x + TILE_SIZE / 2; |
2834 | int cy = y + TILE_SIZE / 2; |
2835 | int r = TILE_SIZE / 2 - 3; |
2836 | int coords[4*5*2]; |
2837 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
2838 | int tdx, tdy, i; |
2839 | |
2840 | for (i = 0; i < 4*5*2; i += 5*2) { |
2841 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
2842 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
2843 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
2844 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
2845 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
2846 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
2847 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
2848 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
2849 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
2850 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
2851 | |
2852 | tdx = ydx; |
2853 | tdy = ydy; |
2854 | ydx = xdx; |
2855 | ydy = xdy; |
2856 | xdx = -tdx; |
2857 | xdy = -tdy; |
2858 | } |
2859 | |
2860 | draw_polygon(fe, coords, 5*4, TRUE, COL_MINE); |
2861 | draw_polygon(fe, coords, 5*4, FALSE, COL_MINE); |
2862 | |
2863 | draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
2864 | } |
2865 | #endif |
2866 | |
2867 | if (v == 66) { |
2868 | /* |
2869 | * Cross through the mine. |
2870 | */ |
2871 | int dx; |
2872 | for (dx = -1; dx <= +1; dx++) { |
2873 | draw_line(fe, x + 3 + dx, y + 2, |
2874 | x + TILE_SIZE - 3 + dx, |
2875 | y + TILE_SIZE - 2, COL_CROSS); |
2876 | draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2, |
2877 | x + 3 + dx, y + TILE_SIZE - 2, |
2878 | COL_CROSS); |
2879 | } |
2880 | } |
2881 | } |
2882 | } |
2883 | |
2884 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
2885 | } |
2886 | |
2887 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
2888 | game_state *state, int dir, game_ui *ui, |
2889 | float animtime, float flashtime) |
2890 | { |
2891 | int x, y; |
2892 | int mines, markers, bg; |
2893 | |
2894 | if (flashtime) { |
2895 | int frame = (flashtime / FLASH_FRAME); |
2896 | if (frame % 2) |
2897 | bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); |
2898 | else |
2899 | bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT); |
2900 | } else |
2901 | bg = COL_BACKGROUND; |
2902 | |
2903 | if (!ds->started) { |
19f24306 |
2904 | int coords[10]; |
7959b517 |
2905 | |
2906 | draw_rect(fe, 0, 0, |
2907 | TILE_SIZE * state->w + 2 * BORDER, |
2908 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
2909 | draw_update(fe, 0, 0, |
2910 | TILE_SIZE * state->w + 2 * BORDER, |
2911 | TILE_SIZE * state->h + 2 * BORDER); |
2912 | |
2913 | /* |
2914 | * Recessed area containing the whole puzzle. |
2915 | */ |
2916 | coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2917 | coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2918 | coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2919 | coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
19f24306 |
2920 | coords[4] = coords[2] - TILE_SIZE; |
2921 | coords[5] = coords[3] + TILE_SIZE; |
2922 | coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2923 | coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2924 | coords[6] = coords[8] + TILE_SIZE; |
2925 | coords[7] = coords[9] - TILE_SIZE; |
2926 | draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT); |
2927 | draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT); |
7959b517 |
2928 | |
2929 | coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2930 | coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
19f24306 |
2931 | draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT); |
2932 | draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT); |
7959b517 |
2933 | |
2934 | ds->started = TRUE; |
2935 | } |
2936 | |
2937 | /* |
2938 | * Now draw the tiles. Also in this loop, count up the number |
2939 | * of mines and mine markers. |
2940 | */ |
2941 | mines = markers = 0; |
2942 | for (y = 0; y < ds->h; y++) |
2943 | for (x = 0; x < ds->w; x++) { |
2944 | int v = state->grid[y*ds->w+x]; |
2945 | |
2946 | if (v == -1) |
2947 | markers++; |
c380832d |
2948 | if (state->layout->mines && state->layout->mines[y*ds->w+x]) |
7959b517 |
2949 | mines++; |
2950 | |
2951 | if ((v == -2 || v == -3) && |
2952 | (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) |
2953 | v -= 20; |
2954 | |
2955 | if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { |
2956 | draw_tile(fe, COORD(x), COORD(y), v, bg); |
2957 | ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); |
2958 | } |
2959 | } |
2960 | |
c380832d |
2961 | if (!state->layout->mines) |
2962 | mines = state->layout->n; |
2963 | |
7959b517 |
2964 | /* |
2965 | * Update the status bar. |
2966 | */ |
2967 | { |
2968 | char statusbar[512]; |
2969 | if (state->dead) { |
11d31eb9 |
2970 | sprintf(statusbar, "DEAD!"); |
7959b517 |
2971 | } else if (state->won) { |
dfc39b12 |
2972 | if (state->used_solve) |
2973 | sprintf(statusbar, "Auto-solved."); |
2974 | else |
2975 | sprintf(statusbar, "COMPLETED!"); |
7959b517 |
2976 | } else { |
11d31eb9 |
2977 | sprintf(statusbar, "Marked: %d / %d", markers, mines); |
7959b517 |
2978 | } |
11d31eb9 |
2979 | if (ui->deaths) |
2980 | sprintf(statusbar + strlen(statusbar), |
2981 | " Deaths: %d", ui->deaths); |
7959b517 |
2982 | status_bar(fe, statusbar); |
2983 | } |
2984 | } |
2985 | |
2986 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2987 | int dir, game_ui *ui) |
2988 | { |
2989 | return 0.0F; |
2990 | } |
2991 | |
2992 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2993 | int dir, game_ui *ui) |
2994 | { |
dfc39b12 |
2995 | if (oldstate->used_solve || newstate->used_solve) |
2996 | return 0.0F; |
2997 | |
7959b517 |
2998 | if (dir > 0 && !oldstate->dead && !oldstate->won) { |
2999 | if (newstate->dead) { |
3000 | ui->flash_is_death = TRUE; |
3001 | return 3 * FLASH_FRAME; |
3002 | } |
3003 | if (newstate->won) { |
3004 | ui->flash_is_death = FALSE; |
3005 | return 2 * FLASH_FRAME; |
3006 | } |
3007 | } |
3008 | return 0.0F; |
3009 | } |
3010 | |
3011 | static int game_wants_statusbar(void) |
3012 | { |
3013 | return TRUE; |
3014 | } |
3015 | |
48dcdd62 |
3016 | static int game_timing_state(game_state *state) |
3017 | { |
3018 | if (state->dead || state->won || !state->layout->mines) |
3019 | return FALSE; |
3020 | return TRUE; |
3021 | } |
3022 | |
7959b517 |
3023 | #ifdef COMBINED |
3024 | #define thegame mines |
3025 | #endif |
3026 | |
3027 | const struct game thegame = { |
3028 | "Mines", "games.mines", |
3029 | default_params, |
3030 | game_fetch_preset, |
3031 | decode_params, |
3032 | encode_params, |
3033 | free_params, |
3034 | dup_params, |
3035 | TRUE, game_configure, custom_params, |
3036 | validate_params, |
3037 | new_game_desc, |
3038 | game_free_aux_info, |
3039 | validate_desc, |
3040 | new_game, |
3041 | dup_game, |
3042 | free_game, |
dfc39b12 |
3043 | TRUE, solve_game, |
01be48b0 |
3044 | TRUE, game_text_format, |
7959b517 |
3045 | new_ui, |
3046 | free_ui, |
3047 | make_move, |
3048 | game_size, |
3049 | game_colours, |
3050 | game_new_drawstate, |
3051 | game_free_drawstate, |
3052 | game_redraw, |
3053 | game_anim_length, |
3054 | game_flash_length, |
3055 | game_wants_statusbar, |
48dcdd62 |
3056 | TRUE, game_timing_state, |
93b1da3d |
3057 | BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON), |
7959b517 |
3058 | }; |
f17c2cda |
3059 | |
3060 | #ifdef STANDALONE_OBFUSCATOR |
3061 | |
3062 | /* |
3063 | * Vaguely useful stand-alone program which translates between |
3064 | * obfuscated and clear Mines game descriptions. Pass in a game |
3065 | * description on the command line, and if it's clear it will be |
3066 | * obfuscated and vice versa. The output text should also be a |
3067 | * valid game ID describing the same game. Like this: |
3068 | * |
3069 | * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868 |
3070 | * 9x9:4,4,004000007c00010022080 |
3071 | * $ ./mineobfusc 9x9:4,4,004000007c00010022080 |
3072 | * 9x9:4,4,mb071b49fbd1cb6a0d5868 |
3073 | * |
3074 | * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c |
3075 | */ |
3076 | |
3077 | #include <stdarg.h> |
3078 | |
3079 | void frontend_default_colour(frontend *fe, float *output) {} |
3080 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
3081 | int align, int colour, char *text) {} |
3082 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} |
3083 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} |
3084 | void draw_polygon(frontend *fe, int *coords, int npoints, |
3085 | int fill, int colour) {} |
3086 | void clip(frontend *fe, int x, int y, int w, int h) {} |
3087 | void unclip(frontend *fe) {} |
3088 | void start_draw(frontend *fe) {} |
3089 | void draw_update(frontend *fe, int x, int y, int w, int h) {} |
3090 | void end_draw(frontend *fe) {} |
3091 | void midend_supersede_game_desc(midend_data *me, char *desc) {} |
3092 | void status_bar(frontend *fe, char *text) {} |
3093 | |
3094 | void fatal(char *fmt, ...) |
3095 | { |
3096 | va_list ap; |
3097 | |
3098 | fprintf(stderr, "fatal error: "); |
3099 | |
3100 | va_start(ap, fmt); |
3101 | vfprintf(stderr, fmt, ap); |
3102 | va_end(ap); |
3103 | |
3104 | fprintf(stderr, "\n"); |
3105 | exit(1); |
3106 | } |
3107 | |
3108 | int main(int argc, char **argv) |
3109 | { |
3110 | game_params *p; |
3111 | game_state *s; |
3112 | int recurse = TRUE; |
3113 | char *id = NULL, *desc, *err; |
3114 | int y, x; |
3115 | int grade = FALSE; |
3116 | |
3117 | while (--argc > 0) { |
3118 | char *p = *++argv; |
3119 | if (*p == '-') { |
3120 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]); |
3121 | return 1; |
3122 | } else { |
3123 | id = p; |
3124 | } |
3125 | } |
3126 | |
3127 | if (!id) { |
3128 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
3129 | return 1; |
3130 | } |
3131 | |
3132 | desc = strchr(id, ':'); |
3133 | if (!desc) { |
3134 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
3135 | return 1; |
3136 | } |
3137 | *desc++ = '\0'; |
3138 | |
3139 | p = default_params(); |
3140 | decode_params(p, id); |
3141 | err = validate_desc(p, desc); |
3142 | if (err) { |
3143 | fprintf(stderr, "%s: %s\n", argv[0], err); |
3144 | return 1; |
3145 | } |
3146 | s = new_game(NULL, p, desc); |
3147 | |
3148 | x = atoi(desc); |
3149 | while (*desc && *desc != ',') desc++; |
3150 | if (*desc) desc++; |
3151 | y = atoi(desc); |
3152 | while (*desc && *desc != ',') desc++; |
3153 | if (*desc) desc++; |
3154 | |
3155 | printf("%s:%s\n", id, describe_layout(s->layout->mines, |
3156 | p->w * p->h, |
3157 | x, y, |
3158 | (*desc != 'm'))); |
3159 | |
3160 | return 0; |
3161 | } |
3162 | |
3163 | #endif |