7959b517 |
1 | /* |
2 | * mines.c: Minesweeper clone with sophisticated grid generation. |
3 | * |
4 | * Still TODO: |
5 | * |
6 | * - possibly disable undo? Or alternatively mark game states as |
7 | * `cheated', although that's horrid. |
8 | * + OK. Rather than _disabling_ undo, we have a hook callable |
9 | * in the game backend which is called before we do an undo. |
10 | * That hook can talk to the game_ui and set the cheated flag, |
11 | * and then make_move can avoid setting the `won' flag after that. |
12 | * |
7959b517 |
13 | * - question marks (arrgh, preferences?) |
14 | * |
15 | * - sensible parameter constraints |
16 | * + 30x16: 191 mines just about works if rather slowly, 192 is |
17 | * just about doom (the latter corresponding to a density of |
18 | * exactly 1 in 2.5) |
19 | * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow. |
20 | * + it might not be feasible to work out the exact limit |
21 | */ |
22 | |
23 | #include <stdio.h> |
24 | #include <stdlib.h> |
25 | #include <string.h> |
26 | #include <assert.h> |
27 | #include <ctype.h> |
28 | #include <math.h> |
29 | |
30 | #include "tree234.h" |
31 | #include "puzzles.h" |
32 | |
33 | enum { |
34 | COL_BACKGROUND, |
35 | COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, |
36 | COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY, |
37 | COL_HIGHLIGHT, COL_LOWLIGHT, |
38 | NCOLOURS |
39 | }; |
40 | |
41 | #define TILE_SIZE 20 |
42 | #define BORDER (TILE_SIZE * 3 / 2) |
43 | #define HIGHLIGHT_WIDTH 2 |
44 | #define OUTER_HIGHLIGHT_WIDTH 3 |
45 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
46 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
47 | |
48 | #define FLASH_FRAME 0.13F |
49 | |
50 | struct game_params { |
51 | int w, h, n; |
52 | int unique; |
53 | }; |
54 | |
c380832d |
55 | struct mine_layout { |
56 | /* |
57 | * This structure is shared between all the game_states for a |
58 | * given instance of the puzzle, so we reference-count it. |
59 | */ |
60 | int refcount; |
61 | char *mines; |
62 | /* |
63 | * If we haven't yet actually generated the mine layout, here's |
64 | * all the data we will need to do so. |
65 | */ |
66 | int n, unique; |
67 | random_state *rs; |
68 | midend_data *me; /* to give back the new game desc */ |
69 | }; |
70 | |
7959b517 |
71 | struct game_state { |
72 | int w, h, n, dead, won; |
c380832d |
73 | struct mine_layout *layout; /* real mine positions */ |
7959b517 |
74 | char *grid; /* player knowledge */ |
75 | /* |
76 | * Each item in the `grid' array is one of the following values: |
77 | * |
78 | * - 0 to 8 mean the square is open and has a surrounding mine |
79 | * count. |
80 | * |
81 | * - -1 means the square is marked as a mine. |
82 | * |
83 | * - -2 means the square is unknown. |
84 | * |
85 | * - -3 means the square is marked with a question mark |
86 | * (FIXME: do we even want to bother with this?). |
87 | * |
88 | * - 64 means the square has had a mine revealed when the game |
89 | * was lost. |
90 | * |
91 | * - 65 means the square had a mine revealed and this was the |
92 | * one the player hits. |
93 | * |
94 | * - 66 means the square has a crossed-out mine because the |
95 | * player had incorrectly marked it. |
96 | */ |
97 | }; |
98 | |
99 | static game_params *default_params(void) |
100 | { |
101 | game_params *ret = snew(game_params); |
102 | |
103 | ret->w = ret->h = 9; |
104 | ret->n = 10; |
105 | ret->unique = TRUE; |
106 | |
107 | return ret; |
108 | } |
109 | |
110 | static int game_fetch_preset(int i, char **name, game_params **params) |
111 | { |
112 | game_params *ret; |
113 | char str[80]; |
114 | static const struct { int w, h, n; } values[] = { |
115 | {9, 9, 10}, |
116 | {16, 16, 40}, |
117 | {30, 16, 99}, |
118 | }; |
119 | |
120 | if (i < 0 || i >= lenof(values)) |
121 | return FALSE; |
122 | |
123 | ret = snew(game_params); |
124 | ret->w = values[i].w; |
125 | ret->h = values[i].h; |
126 | ret->n = values[i].n; |
127 | ret->unique = TRUE; |
128 | |
129 | sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n); |
130 | |
131 | *name = dupstr(str); |
132 | *params = ret; |
133 | return TRUE; |
134 | } |
135 | |
136 | static void free_params(game_params *params) |
137 | { |
138 | sfree(params); |
139 | } |
140 | |
141 | static game_params *dup_params(game_params *params) |
142 | { |
143 | game_params *ret = snew(game_params); |
144 | *ret = *params; /* structure copy */ |
145 | return ret; |
146 | } |
147 | |
148 | static void decode_params(game_params *params, char const *string) |
149 | { |
150 | char const *p = string; |
151 | |
152 | params->w = atoi(p); |
153 | while (*p && isdigit((unsigned char)*p)) p++; |
154 | if (*p == 'x') { |
155 | p++; |
156 | params->h = atoi(p); |
157 | while (*p && isdigit((unsigned char)*p)) p++; |
158 | } else { |
159 | params->h = params->w; |
160 | } |
161 | if (*p == 'n') { |
162 | p++; |
163 | params->n = atoi(p); |
164 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
165 | } else { |
166 | params->n = params->w * params->h / 10; |
167 | } |
168 | |
169 | while (*p) { |
170 | if (*p == 'a') { |
171 | p++; |
172 | params->unique = FALSE; |
173 | } else |
174 | p++; /* skip any other gunk */ |
175 | } |
176 | } |
177 | |
178 | static char *encode_params(game_params *params, int full) |
179 | { |
180 | char ret[400]; |
181 | int len; |
182 | |
183 | len = sprintf(ret, "%dx%d", params->w, params->h); |
184 | /* |
185 | * Mine count is a generation-time parameter, since it can be |
186 | * deduced from the mine bitmap! |
187 | */ |
188 | if (full) |
189 | len += sprintf(ret+len, "n%d", params->n); |
190 | if (full && !params->unique) |
191 | ret[len++] = 'a'; |
192 | assert(len < lenof(ret)); |
193 | ret[len] = '\0'; |
194 | |
195 | return dupstr(ret); |
196 | } |
197 | |
198 | static config_item *game_configure(game_params *params) |
199 | { |
200 | config_item *ret; |
201 | char buf[80]; |
202 | |
203 | ret = snewn(5, config_item); |
204 | |
205 | ret[0].name = "Width"; |
206 | ret[0].type = C_STRING; |
207 | sprintf(buf, "%d", params->w); |
208 | ret[0].sval = dupstr(buf); |
209 | ret[0].ival = 0; |
210 | |
211 | ret[1].name = "Height"; |
212 | ret[1].type = C_STRING; |
213 | sprintf(buf, "%d", params->h); |
214 | ret[1].sval = dupstr(buf); |
215 | ret[1].ival = 0; |
216 | |
217 | ret[2].name = "Mines"; |
218 | ret[2].type = C_STRING; |
219 | sprintf(buf, "%d", params->n); |
220 | ret[2].sval = dupstr(buf); |
221 | ret[2].ival = 0; |
222 | |
223 | ret[3].name = "Ensure solubility"; |
224 | ret[3].type = C_BOOLEAN; |
225 | ret[3].sval = NULL; |
226 | ret[3].ival = params->unique; |
227 | |
228 | ret[4].name = NULL; |
229 | ret[4].type = C_END; |
230 | ret[4].sval = NULL; |
231 | ret[4].ival = 0; |
232 | |
233 | return ret; |
234 | } |
235 | |
236 | static game_params *custom_params(config_item *cfg) |
237 | { |
238 | game_params *ret = snew(game_params); |
239 | |
240 | ret->w = atoi(cfg[0].sval); |
241 | ret->h = atoi(cfg[1].sval); |
242 | ret->n = atoi(cfg[2].sval); |
08781119 |
243 | if (strchr(cfg[2].sval, '%')) |
244 | ret->n = ret->n * (ret->w * ret->h) / 100; |
7959b517 |
245 | ret->unique = cfg[3].ival; |
246 | |
247 | return ret; |
248 | } |
249 | |
250 | static char *validate_params(game_params *params) |
251 | { |
252 | if (params->w <= 0 && params->h <= 0) |
253 | return "Width and height must both be greater than zero"; |
254 | if (params->w <= 0) |
255 | return "Width must be greater than zero"; |
256 | if (params->h <= 0) |
257 | return "Height must be greater than zero"; |
258 | |
259 | /* |
260 | * FIXME: Need more constraints here. Not sure what the |
261 | * sensible limits for Minesweeper actually are. The limits |
262 | * probably ought to change, however, depending on uniqueness. |
263 | */ |
264 | |
265 | return NULL; |
266 | } |
267 | |
268 | /* ---------------------------------------------------------------------- |
269 | * Minesweeper solver, used to ensure the generated grids are |
270 | * solvable without having to take risks. |
271 | */ |
272 | |
273 | /* |
274 | * Count the bits in a word. Only needs to cope with 16 bits. |
275 | */ |
276 | static int bitcount16(int word) |
277 | { |
278 | word = ((word & 0xAAAA) >> 1) + (word & 0x5555); |
279 | word = ((word & 0xCCCC) >> 2) + (word & 0x3333); |
280 | word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F); |
281 | word = ((word & 0xFF00) >> 8) + (word & 0x00FF); |
282 | |
283 | return word; |
284 | } |
285 | |
286 | /* |
287 | * We use a tree234 to store a large number of small localised |
288 | * sets, each with a mine count. We also keep some of those sets |
289 | * linked together into a to-do list. |
290 | */ |
291 | struct set { |
292 | short x, y, mask, mines; |
293 | int todo; |
294 | struct set *prev, *next; |
295 | }; |
296 | |
297 | static int setcmp(void *av, void *bv) |
298 | { |
299 | struct set *a = (struct set *)av; |
300 | struct set *b = (struct set *)bv; |
301 | |
302 | if (a->y < b->y) |
303 | return -1; |
304 | else if (a->y > b->y) |
305 | return +1; |
306 | else if (a->x < b->x) |
307 | return -1; |
308 | else if (a->x > b->x) |
309 | return +1; |
310 | else if (a->mask < b->mask) |
311 | return -1; |
312 | else if (a->mask > b->mask) |
313 | return +1; |
314 | else |
315 | return 0; |
316 | } |
317 | |
318 | struct setstore { |
319 | tree234 *sets; |
320 | struct set *todo_head, *todo_tail; |
321 | }; |
322 | |
323 | static struct setstore *ss_new(void) |
324 | { |
325 | struct setstore *ss = snew(struct setstore); |
326 | ss->sets = newtree234(setcmp); |
327 | ss->todo_head = ss->todo_tail = NULL; |
328 | return ss; |
329 | } |
330 | |
331 | /* |
332 | * Take two input sets, in the form (x,y,mask). Munge the first by |
333 | * taking either its intersection with the second or its difference |
334 | * with the second. Return the new mask part of the first set. |
335 | */ |
336 | static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2, |
337 | int diff) |
338 | { |
339 | /* |
340 | * Adjust the second set so that it has the same x,y |
341 | * coordinates as the first. |
342 | */ |
343 | if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) { |
344 | mask2 = 0; |
345 | } else { |
346 | while (x2 > x1) { |
347 | mask2 &= ~(4|32|256); |
348 | mask2 <<= 1; |
349 | x2--; |
350 | } |
351 | while (x2 < x1) { |
352 | mask2 &= ~(1|8|64); |
353 | mask2 >>= 1; |
354 | x2++; |
355 | } |
356 | while (y2 > y1) { |
357 | mask2 &= ~(64|128|256); |
358 | mask2 <<= 3; |
359 | y2--; |
360 | } |
361 | while (y2 < y1) { |
362 | mask2 &= ~(1|2|4); |
363 | mask2 >>= 3; |
364 | y2++; |
365 | } |
366 | } |
367 | |
368 | /* |
369 | * Invert the second set if `diff' is set (we're after A &~ B |
370 | * rather than A & B). |
371 | */ |
372 | if (diff) |
373 | mask2 ^= 511; |
374 | |
375 | /* |
376 | * Now all that's left is a logical AND. |
377 | */ |
378 | return mask1 & mask2; |
379 | } |
380 | |
381 | static void ss_add_todo(struct setstore *ss, struct set *s) |
382 | { |
383 | if (s->todo) |
384 | return; /* already on it */ |
385 | |
386 | #ifdef SOLVER_DIAGNOSTICS |
387 | printf("adding set on todo list: %d,%d %03x %d\n", |
388 | s->x, s->y, s->mask, s->mines); |
389 | #endif |
390 | |
391 | s->prev = ss->todo_tail; |
392 | if (s->prev) |
393 | s->prev->next = s; |
394 | else |
395 | ss->todo_head = s; |
396 | ss->todo_tail = s; |
397 | s->next = NULL; |
398 | s->todo = TRUE; |
399 | } |
400 | |
401 | static void ss_add(struct setstore *ss, int x, int y, int mask, int mines) |
402 | { |
403 | struct set *s; |
404 | |
405 | assert(mask != 0); |
406 | |
407 | /* |
408 | * Normalise so that x and y are genuinely the bounding |
409 | * rectangle. |
410 | */ |
411 | while (!(mask & (1|8|64))) |
412 | mask >>= 1, x++; |
413 | while (!(mask & (1|2|4))) |
414 | mask >>= 3, y++; |
415 | |
416 | /* |
417 | * Create a set structure and add it to the tree. |
418 | */ |
419 | s = snew(struct set); |
420 | s->x = x; |
421 | s->y = y; |
422 | s->mask = mask; |
423 | s->mines = mines; |
424 | s->todo = FALSE; |
425 | if (add234(ss->sets, s) != s) { |
426 | /* |
427 | * This set already existed! Free it and return. |
428 | */ |
429 | sfree(s); |
430 | return; |
431 | } |
432 | |
433 | /* |
434 | * We've added a new set to the tree, so put it on the todo |
435 | * list. |
436 | */ |
437 | ss_add_todo(ss, s); |
438 | } |
439 | |
440 | static void ss_remove(struct setstore *ss, struct set *s) |
441 | { |
442 | struct set *next = s->next, *prev = s->prev; |
443 | |
444 | #ifdef SOLVER_DIAGNOSTICS |
445 | printf("removing set %d,%d %03x\n", s->x, s->y, s->mask); |
446 | #endif |
447 | /* |
448 | * Remove s from the todo list. |
449 | */ |
450 | if (prev) |
451 | prev->next = next; |
452 | else if (s == ss->todo_head) |
453 | ss->todo_head = next; |
454 | |
455 | if (next) |
456 | next->prev = prev; |
457 | else if (s == ss->todo_tail) |
458 | ss->todo_tail = prev; |
459 | |
460 | s->todo = FALSE; |
461 | |
462 | /* |
463 | * Remove s from the tree. |
464 | */ |
465 | del234(ss->sets, s); |
466 | |
467 | /* |
468 | * Destroy the actual set structure. |
469 | */ |
470 | sfree(s); |
471 | } |
472 | |
473 | /* |
474 | * Return a dynamically allocated list of all the sets which |
475 | * overlap a provided input set. |
476 | */ |
477 | static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask) |
478 | { |
479 | struct set **ret = NULL; |
480 | int nret = 0, retsize = 0; |
481 | int xx, yy; |
482 | |
483 | for (xx = x-3; xx < x+3; xx++) |
484 | for (yy = y-3; yy < y+3; yy++) { |
485 | struct set stmp, *s; |
486 | int pos; |
487 | |
488 | /* |
489 | * Find the first set with these top left coordinates. |
490 | */ |
491 | stmp.x = xx; |
492 | stmp.y = yy; |
493 | stmp.mask = 0; |
494 | |
495 | if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) { |
496 | while ((s = index234(ss->sets, pos)) != NULL && |
497 | s->x == xx && s->y == yy) { |
498 | /* |
499 | * This set potentially overlaps the input one. |
500 | * Compute the intersection to see if they |
501 | * really overlap, and add it to the list if |
502 | * so. |
503 | */ |
504 | if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) { |
505 | /* |
506 | * There's an overlap. |
507 | */ |
508 | if (nret >= retsize) { |
509 | retsize = nret + 32; |
510 | ret = sresize(ret, retsize, struct set *); |
511 | } |
512 | ret[nret++] = s; |
513 | } |
514 | |
515 | pos++; |
516 | } |
517 | } |
518 | } |
519 | |
520 | ret = sresize(ret, nret+1, struct set *); |
521 | ret[nret] = NULL; |
522 | |
523 | return ret; |
524 | } |
525 | |
526 | /* |
527 | * Get an element from the head of the set todo list. |
528 | */ |
529 | static struct set *ss_todo(struct setstore *ss) |
530 | { |
531 | if (ss->todo_head) { |
532 | struct set *ret = ss->todo_head; |
533 | ss->todo_head = ret->next; |
534 | if (ss->todo_head) |
535 | ss->todo_head->prev = NULL; |
536 | else |
537 | ss->todo_tail = NULL; |
538 | ret->next = ret->prev = NULL; |
539 | ret->todo = FALSE; |
540 | return ret; |
541 | } else { |
542 | return NULL; |
543 | } |
544 | } |
545 | |
546 | struct squaretodo { |
547 | int *next; |
548 | int head, tail; |
549 | }; |
550 | |
551 | static void std_add(struct squaretodo *std, int i) |
552 | { |
553 | if (std->tail >= 0) |
554 | std->next[std->tail] = i; |
555 | else |
556 | std->head = i; |
557 | std->tail = i; |
558 | std->next[i] = -1; |
559 | } |
560 | |
561 | static void known_squares(int w, int h, struct squaretodo *std, char *grid, |
562 | int (*open)(void *ctx, int x, int y), void *openctx, |
563 | int x, int y, int mask, int mine) |
564 | { |
565 | int xx, yy, bit; |
566 | |
567 | bit = 1; |
568 | |
569 | for (yy = 0; yy < 3; yy++) |
570 | for (xx = 0; xx < 3; xx++) { |
571 | if (mask & bit) { |
572 | int i = (y + yy) * w + (x + xx); |
573 | |
574 | /* |
575 | * It's possible that this square is _already_ |
576 | * known, in which case we don't try to add it to |
577 | * the list twice. |
578 | */ |
579 | if (grid[i] == -2) { |
580 | |
581 | if (mine) { |
582 | grid[i] = -1; /* and don't open it! */ |
583 | } else { |
584 | grid[i] = open(openctx, x + xx, y + yy); |
585 | assert(grid[i] != -1); /* *bang* */ |
586 | } |
587 | std_add(std, i); |
588 | |
589 | } |
590 | } |
591 | bit <<= 1; |
592 | } |
593 | } |
594 | |
595 | /* |
596 | * This is data returned from the `perturb' function. It details |
597 | * which squares have become mines and which have become clear. The |
598 | * solver is (of course) expected to honourably not use that |
599 | * knowledge directly, but to efficently adjust its internal data |
600 | * structures and proceed based on only the information it |
601 | * legitimately has. |
602 | */ |
603 | struct perturbation { |
604 | int x, y; |
605 | int delta; /* +1 == become a mine; -1 == cleared */ |
606 | }; |
607 | struct perturbations { |
608 | int n; |
609 | struct perturbation *changes; |
610 | }; |
611 | |
612 | /* |
613 | * Main solver entry point. You give it a grid of existing |
614 | * knowledge (-1 for a square known to be a mine, 0-8 for empty |
615 | * squares with a given number of neighbours, -2 for completely |
616 | * unknown), plus a function which you can call to open new squares |
617 | * once you're confident of them. It fills in as much more of the |
618 | * grid as it can. |
619 | * |
620 | * Return value is: |
621 | * |
622 | * - -1 means deduction stalled and nothing could be done |
623 | * - 0 means deduction succeeded fully |
624 | * - >0 means deduction succeeded but some number of perturbation |
625 | * steps were required; the exact return value is the number of |
626 | * perturb calls. |
627 | */ |
628 | static int minesolve(int w, int h, int n, char *grid, |
629 | int (*open)(void *ctx, int x, int y), |
630 | struct perturbations *(*perturb)(void *ctx, char *grid, |
631 | int x, int y, int mask), |
632 | void *ctx, random_state *rs) |
633 | { |
634 | struct setstore *ss = ss_new(); |
635 | struct set **list; |
636 | struct squaretodo astd, *std = &astd; |
637 | int x, y, i, j; |
638 | int nperturbs = 0; |
639 | |
640 | /* |
641 | * Set up a linked list of squares with known contents, so that |
642 | * we can process them one by one. |
643 | */ |
644 | std->next = snewn(w*h, int); |
645 | std->head = std->tail = -1; |
646 | |
647 | /* |
648 | * Initialise that list with all known squares in the input |
649 | * grid. |
650 | */ |
651 | for (y = 0; y < h; y++) { |
652 | for (x = 0; x < w; x++) { |
653 | i = y*w+x; |
654 | if (grid[i] != -2) |
655 | std_add(std, i); |
656 | } |
657 | } |
658 | |
659 | /* |
660 | * Main deductive loop. |
661 | */ |
662 | while (1) { |
663 | int done_something = FALSE; |
664 | struct set *s; |
665 | |
666 | /* |
667 | * If there are any known squares on the todo list, process |
668 | * them and construct a set for each. |
669 | */ |
670 | while (std->head != -1) { |
671 | i = std->head; |
672 | #ifdef SOLVER_DIAGNOSTICS |
673 | printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]); |
674 | #endif |
675 | std->head = std->next[i]; |
676 | if (std->head == -1) |
677 | std->tail = -1; |
678 | |
679 | x = i % w; |
680 | y = i / w; |
681 | |
682 | if (grid[i] >= 0) { |
683 | int dx, dy, mines, bit, val; |
684 | #ifdef SOLVER_DIAGNOSTICS |
685 | printf("creating set around this square\n"); |
686 | #endif |
687 | /* |
688 | * Empty square. Construct the set of non-known squares |
689 | * around this one, and determine its mine count. |
690 | */ |
691 | mines = grid[i]; |
692 | bit = 1; |
693 | val = 0; |
694 | for (dy = -1; dy <= +1; dy++) { |
695 | for (dx = -1; dx <= +1; dx++) { |
696 | #ifdef SOLVER_DIAGNOSTICS |
697 | printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]); |
698 | #endif |
699 | if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h) |
700 | /* ignore this one */; |
701 | else if (grid[i+dy*w+dx] == -1) |
702 | mines--; |
703 | else if (grid[i+dy*w+dx] == -2) |
704 | val |= bit; |
705 | bit <<= 1; |
706 | } |
707 | } |
708 | if (val) |
709 | ss_add(ss, x-1, y-1, val, mines); |
710 | } |
711 | |
712 | /* |
713 | * Now, whether the square is empty or full, we must |
714 | * find any set which contains it and replace it with |
715 | * one which does not. |
716 | */ |
717 | { |
718 | #ifdef SOLVER_DIAGNOSTICS |
719 | printf("finding sets containing known square %d,%d\n", x, y); |
720 | #endif |
721 | list = ss_overlap(ss, x, y, 1); |
722 | |
723 | for (j = 0; list[j]; j++) { |
724 | int newmask, newmines; |
725 | |
726 | s = list[j]; |
727 | |
728 | /* |
729 | * Compute the mask for this set minus the |
730 | * newly known square. |
731 | */ |
732 | newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE); |
733 | |
734 | /* |
735 | * Compute the new mine count. |
736 | */ |
737 | newmines = s->mines - (grid[i] == -1); |
738 | |
739 | /* |
740 | * Insert the new set into the collection, |
741 | * unless it's been whittled right down to |
742 | * nothing. |
743 | */ |
744 | if (newmask) |
745 | ss_add(ss, s->x, s->y, newmask, newmines); |
746 | |
747 | /* |
748 | * Destroy the old one; it is actually obsolete. |
749 | */ |
750 | ss_remove(ss, s); |
751 | } |
752 | |
753 | sfree(list); |
754 | } |
755 | |
756 | /* |
757 | * Marking a fresh square as known certainly counts as |
758 | * doing something. |
759 | */ |
760 | done_something = TRUE; |
761 | } |
762 | |
763 | /* |
764 | * Now pick a set off the to-do list and attempt deductions |
765 | * based on it. |
766 | */ |
767 | if ((s = ss_todo(ss)) != NULL) { |
768 | |
769 | #ifdef SOLVER_DIAGNOSTICS |
770 | printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
771 | #endif |
772 | /* |
773 | * Firstly, see if this set has a mine count of zero or |
774 | * of its own cardinality. |
775 | */ |
776 | if (s->mines == 0 || s->mines == bitcount16(s->mask)) { |
777 | /* |
778 | * If so, we can immediately mark all the squares |
779 | * in the set as known. |
780 | */ |
781 | #ifdef SOLVER_DIAGNOSTICS |
782 | printf("easy\n"); |
783 | #endif |
784 | known_squares(w, h, std, grid, open, ctx, |
785 | s->x, s->y, s->mask, (s->mines != 0)); |
786 | |
787 | /* |
788 | * Having done that, we need do nothing further |
789 | * with this set; marking all the squares in it as |
790 | * known will eventually eliminate it, and will |
791 | * also permit further deductions about anything |
792 | * that overlaps it. |
793 | */ |
794 | continue; |
795 | } |
796 | |
797 | /* |
798 | * Failing that, we now search through all the sets |
799 | * which overlap this one. |
800 | */ |
801 | list = ss_overlap(ss, s->x, s->y, s->mask); |
802 | |
803 | for (j = 0; list[j]; j++) { |
804 | struct set *s2 = list[j]; |
805 | int swing, s2wing, swc, s2wc; |
806 | |
807 | /* |
808 | * Find the non-overlapping parts s2-s and s-s2, |
809 | * and their cardinalities. |
810 | * |
811 | * I'm going to refer to these parts as `wings' |
812 | * surrounding the central part common to both |
813 | * sets. The `s wing' is s-s2; the `s2 wing' is |
814 | * s2-s. |
815 | */ |
816 | swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask, |
817 | TRUE); |
818 | s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask, |
819 | TRUE); |
820 | swc = bitcount16(swing); |
821 | s2wc = bitcount16(s2wing); |
822 | |
823 | /* |
824 | * If one set has more mines than the other, and |
825 | * the number of extra mines is equal to the |
826 | * cardinality of that set's wing, then we can mark |
827 | * every square in the wing as a known mine, and |
828 | * every square in the other wing as known clear. |
829 | */ |
830 | if (swc == s->mines - s2->mines || |
831 | s2wc == s2->mines - s->mines) { |
832 | known_squares(w, h, std, grid, open, ctx, |
833 | s->x, s->y, swing, |
834 | (swc == s->mines - s2->mines)); |
835 | known_squares(w, h, std, grid, open, ctx, |
836 | s2->x, s2->y, s2wing, |
837 | (s2wc == s2->mines - s->mines)); |
838 | continue; |
839 | } |
840 | |
841 | /* |
842 | * Failing that, see if one set is a subset of the |
843 | * other. If so, we can divide up the mine count of |
844 | * the larger set between the smaller set and its |
845 | * complement, even if neither smaller set ends up |
846 | * being immediately clearable. |
847 | */ |
848 | if (swc == 0 && s2wc != 0) { |
849 | /* s is a subset of s2. */ |
850 | assert(s2->mines > s->mines); |
851 | ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines); |
852 | } else if (s2wc == 0 && swc != 0) { |
853 | /* s2 is a subset of s. */ |
854 | assert(s->mines > s2->mines); |
855 | ss_add(ss, s->x, s->y, swing, s->mines - s2->mines); |
856 | } |
857 | } |
858 | |
859 | sfree(list); |
860 | |
861 | /* |
862 | * In this situation we have definitely done |
863 | * _something_, even if it's only reducing the size of |
864 | * our to-do list. |
865 | */ |
866 | done_something = TRUE; |
867 | } else if (n >= 0) { |
868 | /* |
869 | * We have nothing left on our todo list, which means |
870 | * all localised deductions have failed. Our next step |
871 | * is to resort to global deduction based on the total |
872 | * mine count. This is computationally expensive |
873 | * compared to any of the above deductions, which is |
874 | * why we only ever do it when all else fails, so that |
875 | * hopefully it won't have to happen too often. |
876 | * |
877 | * If you pass n<0 into this solver, that informs it |
878 | * that you do not know the total mine count, so it |
879 | * won't even attempt these deductions. |
880 | */ |
881 | |
882 | int minesleft, squaresleft; |
883 | int nsets, setused[10], cursor; |
884 | |
885 | /* |
886 | * Start by scanning the current grid state to work out |
887 | * how many unknown squares we still have, and how many |
888 | * mines are to be placed in them. |
889 | */ |
890 | squaresleft = 0; |
891 | minesleft = n; |
892 | for (i = 0; i < w*h; i++) { |
893 | if (grid[i] == -1) |
894 | minesleft--; |
895 | else if (grid[i] == -2) |
896 | squaresleft++; |
897 | } |
898 | |
899 | #ifdef SOLVER_DIAGNOSTICS |
900 | printf("global deduction time: squaresleft=%d minesleft=%d\n", |
901 | squaresleft, minesleft); |
902 | for (y = 0; y < h; y++) { |
903 | for (x = 0; x < w; x++) { |
904 | int v = grid[y*w+x]; |
905 | if (v == -1) |
906 | putchar('*'); |
907 | else if (v == -2) |
908 | putchar('?'); |
909 | else if (v == 0) |
910 | putchar('-'); |
911 | else |
912 | putchar('0' + v); |
913 | } |
914 | putchar('\n'); |
915 | } |
916 | #endif |
917 | |
918 | /* |
919 | * If there _are_ no unknown squares, we have actually |
920 | * finished. |
921 | */ |
922 | if (squaresleft == 0) { |
923 | assert(minesleft == 0); |
924 | break; |
925 | } |
926 | |
927 | /* |
928 | * First really simple case: if there are no more mines |
929 | * left, or if there are exactly as many mines left as |
930 | * squares to play them in, then it's all easy. |
931 | */ |
932 | if (minesleft == 0 || minesleft == squaresleft) { |
933 | for (i = 0; i < w*h; i++) |
934 | if (grid[i] == -2) |
935 | known_squares(w, h, std, grid, open, ctx, |
936 | i % w, i / w, 1, minesleft != 0); |
937 | continue; /* now go back to main deductive loop */ |
938 | } |
939 | |
940 | /* |
941 | * Failing that, we have to do some _real_ work. |
942 | * Ideally what we do here is to try every single |
943 | * combination of the currently available sets, in an |
944 | * attempt to find a disjoint union (i.e. a set of |
945 | * squares with a known mine count between them) such |
946 | * that the remaining unknown squares _not_ contained |
947 | * in that union either contain no mines or are all |
948 | * mines. |
949 | * |
950 | * Actually enumerating all 2^n possibilities will get |
951 | * a bit slow for large n, so I artificially cap this |
952 | * recursion at n=10 to avoid too much pain. |
953 | */ |
954 | nsets = count234(ss->sets); |
955 | if (nsets <= lenof(setused)) { |
956 | /* |
957 | * Doing this with actual recursive function calls |
958 | * would get fiddly because a load of local |
959 | * variables from this function would have to be |
960 | * passed down through the recursion. So instead |
961 | * I'm going to use a virtual recursion within this |
962 | * function. The way this works is: |
963 | * |
964 | * - we have an array `setused', such that |
965 | * setused[n] is 0 or 1 depending on whether set |
966 | * n is currently in the union we are |
967 | * considering. |
968 | * |
969 | * - we have a value `cursor' which indicates how |
970 | * much of `setused' we have so far filled in. |
971 | * It's conceptually the recursion depth. |
972 | * |
973 | * We begin by setting `cursor' to zero. Then: |
974 | * |
975 | * - if cursor can advance, we advance it by one. |
976 | * We set the value in `setused' that it went |
977 | * past to 1 if that set is disjoint from |
978 | * anything else currently in `setused', or to 0 |
979 | * otherwise. |
980 | * |
981 | * - If cursor cannot advance because it has |
982 | * reached the end of the setused list, then we |
983 | * have a maximal disjoint union. Check to see |
984 | * whether its mine count has any useful |
985 | * properties. If so, mark all the squares not |
986 | * in the union as known and terminate. |
987 | * |
988 | * - If cursor has reached the end of setused and |
989 | * the algorithm _hasn't_ terminated, back |
990 | * cursor up to the nearest 1, turn it into a 0 |
991 | * and advance cursor just past it. |
992 | * |
993 | * - If we attempt to back up to the nearest 1 and |
994 | * there isn't one at all, then we have gone |
995 | * through all disjoint unions of sets in the |
996 | * list and none of them has been helpful, so we |
997 | * give up. |
998 | */ |
999 | struct set *sets[lenof(setused)]; |
1000 | for (i = 0; i < nsets; i++) |
1001 | sets[i] = index234(ss->sets, i); |
1002 | |
1003 | cursor = 0; |
1004 | while (1) { |
1005 | |
1006 | if (cursor < nsets) { |
1007 | int ok = TRUE; |
1008 | |
1009 | /* See if any existing set overlaps this one. */ |
1010 | for (i = 0; i < cursor; i++) |
1011 | if (setused[i] && |
1012 | setmunge(sets[cursor]->x, |
1013 | sets[cursor]->y, |
1014 | sets[cursor]->mask, |
1015 | sets[i]->x, sets[i]->y, sets[i]->mask, |
1016 | FALSE)) { |
1017 | ok = FALSE; |
1018 | break; |
1019 | } |
1020 | |
1021 | if (ok) { |
1022 | /* |
1023 | * We're adding this set to our union, |
1024 | * so adjust minesleft and squaresleft |
1025 | * appropriately. |
1026 | */ |
1027 | minesleft -= sets[cursor]->mines; |
1028 | squaresleft -= bitcount16(sets[cursor]->mask); |
1029 | } |
1030 | |
1031 | setused[cursor++] = ok; |
1032 | } else { |
1033 | #ifdef SOLVER_DIAGNOSTICS |
1034 | printf("trying a set combination with %d %d\n", |
1035 | squaresleft, minesleft); |
b498c539 |
1036 | #endif /* SOLVER_DIAGNOSTICS */ |
7959b517 |
1037 | |
1038 | /* |
1039 | * We've reached the end. See if we've got |
1040 | * anything interesting. |
1041 | */ |
1042 | if (squaresleft > 0 && |
1043 | (minesleft == 0 || minesleft == squaresleft)) { |
1044 | /* |
1045 | * We have! There is at least one |
1046 | * square not contained within the set |
1047 | * union we've just found, and we can |
1048 | * deduce that either all such squares |
1049 | * are mines or all are not (depending |
1050 | * on whether minesleft==0). So now all |
1051 | * we have to do is actually go through |
1052 | * the grid, find those squares, and |
1053 | * mark them. |
1054 | */ |
1055 | for (i = 0; i < w*h; i++) |
1056 | if (grid[i] == -2) { |
1057 | int outside = TRUE; |
1058 | y = i / w; |
1059 | x = i % w; |
1060 | for (j = 0; j < nsets; j++) |
1061 | if (setused[j] && |
1062 | setmunge(sets[j]->x, sets[j]->y, |
1063 | sets[j]->mask, x, y, 1, |
1064 | FALSE)) { |
1065 | outside = FALSE; |
1066 | break; |
1067 | } |
1068 | if (outside) |
1069 | known_squares(w, h, std, grid, |
1070 | open, ctx, |
1071 | x, y, 1, minesleft != 0); |
1072 | } |
1073 | |
1074 | done_something = TRUE; |
1075 | break; /* return to main deductive loop */ |
1076 | } |
1077 | |
1078 | /* |
1079 | * If we reach here, then this union hasn't |
1080 | * done us any good, so move on to the |
1081 | * next. Backtrack cursor to the nearest 1, |
1082 | * change it to a 0 and continue. |
1083 | */ |
1084 | while (cursor-- >= 0 && !setused[cursor]); |
1085 | if (cursor >= 0) { |
1086 | assert(setused[cursor]); |
1087 | |
1088 | /* |
1089 | * We're removing this set from our |
1090 | * union, so re-increment minesleft and |
1091 | * squaresleft. |
1092 | */ |
1093 | minesleft += sets[cursor]->mines; |
1094 | squaresleft += bitcount16(sets[cursor]->mask); |
1095 | |
1096 | setused[cursor++] = 0; |
1097 | } else { |
1098 | /* |
1099 | * We've backtracked all the way to the |
1100 | * start without finding a single 1, |
1101 | * which means that our virtual |
1102 | * recursion is complete and nothing |
1103 | * helped. |
1104 | */ |
1105 | break; |
1106 | } |
1107 | } |
1108 | |
1109 | } |
1110 | |
1111 | } |
1112 | } |
1113 | |
1114 | if (done_something) |
1115 | continue; |
1116 | |
1117 | #ifdef SOLVER_DIAGNOSTICS |
1118 | /* |
1119 | * Dump the current known state of the grid. |
1120 | */ |
1121 | printf("solver ran out of steam, ret=%d, grid:\n", nperturbs); |
1122 | for (y = 0; y < h; y++) { |
1123 | for (x = 0; x < w; x++) { |
1124 | int v = grid[y*w+x]; |
1125 | if (v == -1) |
1126 | putchar('*'); |
1127 | else if (v == -2) |
1128 | putchar('?'); |
1129 | else if (v == 0) |
1130 | putchar('-'); |
1131 | else |
1132 | putchar('0' + v); |
1133 | } |
1134 | putchar('\n'); |
1135 | } |
1136 | |
1137 | { |
1138 | struct set *s; |
1139 | |
1140 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1141 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1142 | } |
1143 | #endif |
1144 | |
1145 | /* |
1146 | * Now we really are at our wits' end as far as solving |
1147 | * this grid goes. Our only remaining option is to call |
1148 | * a perturb function and ask it to modify the grid to |
1149 | * make it easier. |
1150 | */ |
1151 | if (perturb) { |
1152 | struct perturbations *ret; |
1153 | struct set *s; |
1154 | |
1155 | nperturbs++; |
1156 | |
1157 | /* |
1158 | * Choose a set at random from the current selection, |
1159 | * and ask the perturb function to either fill or empty |
1160 | * it. |
1161 | * |
1162 | * If we have no sets at all, we must give up. |
1163 | */ |
1164 | if (count234(ss->sets) == 0) |
1165 | break; |
1166 | s = index234(ss->sets, random_upto(rs, count234(ss->sets))); |
1167 | #ifdef SOLVER_DIAGNOSTICS |
1168 | printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask); |
1169 | #endif |
1170 | ret = perturb(ctx, grid, s->x, s->y, s->mask); |
1171 | |
1172 | if (ret) { |
1173 | assert(ret->n > 0); /* otherwise should have been NULL */ |
1174 | |
1175 | /* |
1176 | * A number of squares have been fiddled with, and |
1177 | * the returned structure tells us which. Adjust |
1178 | * the mine count in any set which overlaps one of |
1179 | * those squares, and put them back on the to-do |
1180 | * list. |
1181 | */ |
1182 | for (i = 0; i < ret->n; i++) { |
1183 | #ifdef SOLVER_DIAGNOSTICS |
1184 | printf("perturbation %s mine at %d,%d\n", |
1185 | ret->changes[i].delta > 0 ? "added" : "removed", |
1186 | ret->changes[i].x, ret->changes[i].y); |
1187 | #endif |
1188 | |
1189 | list = ss_overlap(ss, |
1190 | ret->changes[i].x, ret->changes[i].y, 1); |
1191 | |
1192 | for (j = 0; list[j]; j++) { |
1193 | list[j]->mines += ret->changes[i].delta; |
1194 | ss_add_todo(ss, list[j]); |
1195 | } |
1196 | |
1197 | sfree(list); |
1198 | } |
1199 | |
1200 | /* |
1201 | * Now free the returned data. |
1202 | */ |
1203 | sfree(ret->changes); |
1204 | sfree(ret); |
1205 | |
1206 | #ifdef SOLVER_DIAGNOSTICS |
1207 | /* |
1208 | * Dump the current known state of the grid. |
1209 | */ |
1210 | printf("state after perturbation:\n", nperturbs); |
1211 | for (y = 0; y < h; y++) { |
1212 | for (x = 0; x < w; x++) { |
1213 | int v = grid[y*w+x]; |
1214 | if (v == -1) |
1215 | putchar('*'); |
1216 | else if (v == -2) |
1217 | putchar('?'); |
1218 | else if (v == 0) |
1219 | putchar('-'); |
1220 | else |
1221 | putchar('0' + v); |
1222 | } |
1223 | putchar('\n'); |
1224 | } |
1225 | |
1226 | { |
1227 | struct set *s; |
1228 | |
1229 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1230 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1231 | } |
1232 | #endif |
1233 | |
1234 | /* |
1235 | * And now we can go back round the deductive loop. |
1236 | */ |
1237 | continue; |
1238 | } |
1239 | } |
1240 | |
1241 | /* |
1242 | * If we get here, even that didn't work (either we didn't |
1243 | * have a perturb function or it returned failure), so we |
1244 | * give up entirely. |
1245 | */ |
1246 | break; |
1247 | } |
1248 | |
1249 | /* |
1250 | * See if we've got any unknown squares left. |
1251 | */ |
1252 | for (y = 0; y < h; y++) |
1253 | for (x = 0; x < w; x++) |
1254 | if (grid[y*w+x] == -2) { |
1255 | nperturbs = -1; /* failed to complete */ |
1256 | break; |
1257 | } |
1258 | |
1259 | /* |
1260 | * Free the set list and square-todo list. |
1261 | */ |
1262 | { |
1263 | struct set *s; |
1264 | while ((s = delpos234(ss->sets, 0)) != NULL) |
1265 | sfree(s); |
1266 | freetree234(ss->sets); |
1267 | sfree(ss); |
1268 | sfree(std->next); |
1269 | } |
1270 | |
1271 | return nperturbs; |
1272 | } |
1273 | |
1274 | /* ---------------------------------------------------------------------- |
1275 | * Grid generator which uses the above solver. |
1276 | */ |
1277 | |
1278 | struct minectx { |
1279 | char *grid; |
1280 | int w, h; |
1281 | int sx, sy; |
1282 | random_state *rs; |
1283 | }; |
1284 | |
1285 | static int mineopen(void *vctx, int x, int y) |
1286 | { |
1287 | struct minectx *ctx = (struct minectx *)vctx; |
1288 | int i, j, n; |
1289 | |
1290 | assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h); |
1291 | if (ctx->grid[y * ctx->w + x]) |
1292 | return -1; /* *bang* */ |
1293 | |
1294 | n = 0; |
1295 | for (i = -1; i <= +1; i++) { |
1296 | if (x + i < 0 || x + i >= ctx->w) |
1297 | continue; |
1298 | for (j = -1; j <= +1; j++) { |
1299 | if (y + j < 0 || y + j >= ctx->h) |
1300 | continue; |
1301 | if (i == 0 && j == 0) |
1302 | continue; |
1303 | if (ctx->grid[(y+j) * ctx->w + (x+i)]) |
1304 | n++; |
1305 | } |
1306 | } |
1307 | |
1308 | return n; |
1309 | } |
1310 | |
1311 | /* Structure used internally to mineperturb(). */ |
1312 | struct square { |
1313 | int x, y, type, random; |
1314 | }; |
1315 | static int squarecmp(const void *av, const void *bv) |
1316 | { |
1317 | const struct square *a = (const struct square *)av; |
1318 | const struct square *b = (const struct square *)bv; |
1319 | if (a->type < b->type) |
1320 | return -1; |
1321 | else if (a->type > b->type) |
1322 | return +1; |
1323 | else if (a->random < b->random) |
1324 | return -1; |
1325 | else if (a->random > b->random) |
1326 | return +1; |
1327 | else if (a->y < b->y) |
1328 | return -1; |
1329 | else if (a->y > b->y) |
1330 | return +1; |
1331 | else if (a->x < b->x) |
1332 | return -1; |
1333 | else if (a->x > b->x) |
1334 | return +1; |
1335 | return 0; |
1336 | } |
1337 | |
1338 | static struct perturbations *mineperturb(void *vctx, char *grid, |
1339 | int setx, int sety, int mask) |
1340 | { |
1341 | struct minectx *ctx = (struct minectx *)vctx; |
1342 | struct square *sqlist; |
1343 | int x, y, dx, dy, i, n, nfull, nempty; |
1344 | struct square *tofill[9], *toempty[9], **todo; |
1345 | int ntofill, ntoempty, ntodo, dtodo, dset; |
1346 | struct perturbations *ret; |
1347 | |
1348 | /* |
1349 | * Make a list of all the squares in the grid which we can |
1350 | * possibly use. This list should be in preference order, which |
1351 | * means |
1352 | * |
1353 | * - first, unknown squares on the boundary of known space |
1354 | * - next, unknown squares beyond that boundary |
1355 | * - as a very last resort, known squares, but not within one |
1356 | * square of the starting position. |
1357 | * |
1358 | * Each of these sections needs to be shuffled independently. |
1359 | * We do this by preparing list of all squares and then sorting |
1360 | * it with a random secondary key. |
1361 | */ |
1362 | sqlist = snewn(ctx->w * ctx->h, struct square); |
1363 | n = 0; |
1364 | for (y = 0; y < ctx->h; y++) |
1365 | for (x = 0; x < ctx->w; x++) { |
1366 | /* |
1367 | * If this square is too near the starting position, |
1368 | * don't put it on the list at all. |
1369 | */ |
1370 | if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1) |
1371 | continue; |
1372 | |
1373 | /* |
1374 | * If this square is in the input set, also don't put |
1375 | * it on the list! |
1376 | */ |
1377 | if (x >= setx && x < setx + 3 && |
1378 | y >= sety && y < sety + 3 && |
1379 | mask & (1 << ((y-sety)*3+(x-setx)))) |
1380 | continue; |
1381 | |
1382 | sqlist[n].x = x; |
1383 | sqlist[n].y = y; |
1384 | |
1385 | if (grid[y*ctx->w+x] != -2) { |
1386 | sqlist[n].type = 3; /* known square */ |
1387 | } else { |
1388 | /* |
1389 | * Unknown square. Examine everything around it and |
1390 | * see if it borders on any known squares. If it |
1391 | * does, it's class 1, otherwise it's 2. |
1392 | */ |
1393 | |
1394 | sqlist[n].type = 2; |
1395 | |
1396 | for (dy = -1; dy <= +1; dy++) |
1397 | for (dx = -1; dx <= +1; dx++) |
1398 | if (x+dx >= 0 && x+dx < ctx->w && |
1399 | y+dy >= 0 && y+dy < ctx->h && |
1400 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1401 | sqlist[n].type = 1; |
1402 | break; |
1403 | } |
1404 | } |
1405 | |
1406 | /* |
1407 | * Finally, a random number to cause qsort to |
1408 | * shuffle within each group. |
1409 | */ |
1410 | sqlist[n].random = random_bits(ctx->rs, 31); |
1411 | |
1412 | n++; |
1413 | } |
1414 | |
1415 | qsort(sqlist, n, sizeof(struct square), squarecmp); |
1416 | |
1417 | /* |
1418 | * Now count up the number of full and empty squares in the set |
1419 | * we've been provided. |
1420 | */ |
1421 | nfull = nempty = 0; |
1422 | for (dy = 0; dy < 3; dy++) |
1423 | for (dx = 0; dx < 3; dx++) |
1424 | if (mask & (1 << (dy*3+dx))) { |
1425 | assert(setx+dx <= ctx->w); |
1426 | assert(sety+dy <= ctx->h); |
1427 | if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) |
1428 | nfull++; |
1429 | else |
1430 | nempty++; |
1431 | } |
1432 | |
1433 | /* |
1434 | * Now go through our sorted list until we find either `nfull' |
1435 | * empty squares, or `nempty' full squares; these will be |
1436 | * swapped with the appropriate squares in the set to either |
1437 | * fill or empty the set while keeping the same number of mines |
1438 | * overall. |
1439 | */ |
1440 | ntofill = ntoempty = 0; |
1441 | for (i = 0; i < n; i++) { |
1442 | struct square *sq = &sqlist[i]; |
1443 | if (ctx->grid[sq->y * ctx->w + sq->x]) |
1444 | toempty[ntoempty++] = sq; |
1445 | else |
1446 | tofill[ntofill++] = sq; |
1447 | if (ntofill == nfull || ntoempty == nempty) |
1448 | break; |
1449 | } |
1450 | |
1451 | /* |
1452 | * If this didn't work at all, I think we just give up. |
1453 | */ |
1454 | if (ntofill != nfull && ntoempty != nempty) { |
1455 | sfree(sqlist); |
1456 | return NULL; |
1457 | } |
1458 | |
1459 | /* |
1460 | * Now we're pretty much there. We need to either |
1461 | * (a) put a mine in each of the empty squares in the set, and |
1462 | * take one out of each square in `toempty' |
1463 | * (b) take a mine out of each of the full squares in the set, |
1464 | * and put one in each square in `tofill' |
1465 | * depending on which one we've found enough squares to do. |
1466 | * |
1467 | * So we start by constructing our list of changes to return to |
1468 | * the solver, so that it can update its data structures |
1469 | * efficiently rather than having to rescan the whole grid. |
1470 | */ |
1471 | ret = snew(struct perturbations); |
1472 | if (ntofill == nfull) { |
1473 | todo = tofill; |
1474 | ntodo = ntofill; |
1475 | dtodo = +1; |
1476 | dset = -1; |
1477 | } else { |
1478 | todo = toempty; |
1479 | ntodo = ntoempty; |
1480 | dtodo = -1; |
1481 | dset = +1; |
1482 | } |
1483 | ret->n = 2 * ntodo; |
1484 | ret->changes = snewn(ret->n, struct perturbation); |
1485 | for (i = 0; i < ntodo; i++) { |
1486 | ret->changes[i].x = todo[i]->x; |
1487 | ret->changes[i].y = todo[i]->y; |
1488 | ret->changes[i].delta = dtodo; |
1489 | } |
1490 | /* now i == ntodo */ |
1491 | for (dy = 0; dy < 3; dy++) |
1492 | for (dx = 0; dx < 3; dx++) |
1493 | if (mask & (1 << (dy*3+dx))) { |
1494 | int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1); |
1495 | if (dset == -currval) { |
1496 | ret->changes[i].x = setx + dx; |
1497 | ret->changes[i].y = sety + dy; |
1498 | ret->changes[i].delta = dset; |
1499 | i++; |
1500 | } |
1501 | } |
1502 | assert(i == ret->n); |
1503 | |
1504 | sfree(sqlist); |
1505 | |
1506 | /* |
1507 | * Having set up the precise list of changes we're going to |
1508 | * make, we now simply make them and return. |
1509 | */ |
1510 | for (i = 0; i < ret->n; i++) { |
1511 | int delta; |
1512 | |
1513 | x = ret->changes[i].x; |
1514 | y = ret->changes[i].y; |
1515 | delta = ret->changes[i].delta; |
1516 | |
1517 | /* |
1518 | * Check we're not trying to add an existing mine or remove |
1519 | * an absent one. |
1520 | */ |
1521 | assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0)); |
1522 | |
1523 | /* |
1524 | * Actually make the change. |
1525 | */ |
1526 | ctx->grid[y*ctx->w+x] = (delta > 0); |
1527 | |
1528 | /* |
1529 | * Update any numbers already present in the grid. |
1530 | */ |
1531 | for (dy = -1; dy <= +1; dy++) |
1532 | for (dx = -1; dx <= +1; dx++) |
1533 | if (x+dx >= 0 && x+dx < ctx->w && |
1534 | y+dy >= 0 && y+dy < ctx->h && |
1535 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1536 | if (dx == 0 && dy == 0) { |
1537 | /* |
1538 | * The square itself is marked as known in |
1539 | * the grid. Mark it as a mine if it's a |
1540 | * mine, or else work out its number. |
1541 | */ |
1542 | if (delta > 0) { |
1543 | grid[y*ctx->w+x] = -1; |
1544 | } else { |
1545 | int dx2, dy2, minecount = 0; |
1546 | for (dy2 = -1; dy2 <= +1; dy2++) |
1547 | for (dx2 = -1; dx2 <= +1; dx2++) |
1548 | if (x+dx2 >= 0 && x+dx2 < ctx->w && |
1549 | y+dy2 >= 0 && y+dy2 < ctx->h && |
1550 | ctx->grid[(y+dy2)*ctx->w+(x+dx2)]) |
1551 | minecount++; |
1552 | grid[y*ctx->w+x] = minecount; |
1553 | } |
1554 | } else { |
1555 | if (grid[(y+dy)*ctx->w+(x+dx)] >= 0) |
1556 | grid[(y+dy)*ctx->w+(x+dx)] += delta; |
1557 | } |
1558 | } |
1559 | } |
1560 | |
1561 | #ifdef GENERATION_DIAGNOSTICS |
1562 | { |
1563 | int yy, xx; |
1564 | printf("grid after perturbing:\n"); |
1565 | for (yy = 0; yy < ctx->h; yy++) { |
1566 | for (xx = 0; xx < ctx->w; xx++) { |
1567 | int v = ctx->grid[yy*ctx->w+xx]; |
1568 | if (yy == ctx->sy && xx == ctx->sx) { |
1569 | assert(!v); |
1570 | putchar('S'); |
1571 | } else if (v) { |
1572 | putchar('*'); |
1573 | } else { |
1574 | putchar('-'); |
1575 | } |
1576 | } |
1577 | putchar('\n'); |
1578 | } |
1579 | printf("\n"); |
1580 | } |
1581 | #endif |
1582 | |
1583 | return ret; |
1584 | } |
1585 | |
1586 | static char *minegen(int w, int h, int n, int x, int y, int unique, |
1587 | random_state *rs) |
1588 | { |
1589 | char *ret = snewn(w*h, char); |
1590 | int success; |
1591 | |
1592 | do { |
1593 | success = FALSE; |
1594 | |
1595 | memset(ret, 0, w*h); |
1596 | |
1597 | /* |
1598 | * Start by placing n mines, none of which is at x,y or within |
1599 | * one square of it. |
1600 | */ |
1601 | { |
1602 | int *tmp = snewn(w*h, int); |
1603 | int i, j, k, nn; |
1604 | |
1605 | /* |
1606 | * Write down the list of possible mine locations. |
1607 | */ |
1608 | k = 0; |
1609 | for (i = 0; i < h; i++) |
1610 | for (j = 0; j < w; j++) |
1611 | if (abs(i - y) > 1 || abs(j - x) > 1) |
1612 | tmp[k++] = i*w+j; |
1613 | |
1614 | /* |
1615 | * Now pick n off the list at random. |
1616 | */ |
1617 | nn = n; |
1618 | while (nn-- > 0) { |
1619 | i = random_upto(rs, k); |
1620 | ret[tmp[i]] = 1; |
1621 | tmp[i] = tmp[--k]; |
1622 | } |
1623 | |
1624 | sfree(tmp); |
1625 | } |
1626 | |
1627 | #ifdef GENERATION_DIAGNOSTICS |
1628 | { |
1629 | int yy, xx; |
1630 | printf("grid after initial generation:\n"); |
1631 | for (yy = 0; yy < h; yy++) { |
1632 | for (xx = 0; xx < w; xx++) { |
1633 | int v = ret[yy*w+xx]; |
1634 | if (yy == y && xx == x) { |
1635 | assert(!v); |
1636 | putchar('S'); |
1637 | } else if (v) { |
1638 | putchar('*'); |
1639 | } else { |
1640 | putchar('-'); |
1641 | } |
1642 | } |
1643 | putchar('\n'); |
1644 | } |
1645 | printf("\n"); |
1646 | } |
1647 | #endif |
1648 | |
1649 | /* |
1650 | * Now set up a results grid to run the solver in, and a |
1651 | * context for the solver to open squares. Then run the solver |
1652 | * repeatedly; if the number of perturb steps ever goes up or |
1653 | * it ever returns -1, give up completely. |
1654 | * |
1655 | * We bypass this bit if we're not after a unique grid. |
1656 | */ |
1657 | if (unique) { |
1658 | char *solvegrid = snewn(w*h, char); |
1659 | struct minectx actx, *ctx = &actx; |
1660 | int solveret, prevret = -2; |
1661 | |
1662 | ctx->grid = ret; |
1663 | ctx->w = w; |
1664 | ctx->h = h; |
1665 | ctx->sx = x; |
1666 | ctx->sy = y; |
1667 | ctx->rs = rs; |
1668 | |
1669 | while (1) { |
1670 | memset(solvegrid, -2, w*h); |
1671 | solvegrid[y*w+x] = mineopen(ctx, x, y); |
1672 | assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */ |
1673 | |
1674 | solveret = |
1675 | minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs); |
1676 | if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) { |
1677 | success = FALSE; |
1678 | break; |
1679 | } else if (solveret == 0) { |
1680 | success = TRUE; |
1681 | break; |
1682 | } |
1683 | } |
1684 | |
1685 | sfree(solvegrid); |
1686 | } else { |
1687 | success = TRUE; |
1688 | } |
1689 | |
1690 | } while (!success); |
1691 | |
1692 | return ret; |
1693 | } |
1694 | |
1695 | /* |
1696 | * The Mines game descriptions contain the location of every mine, |
1697 | * and can therefore be used to cheat. |
1698 | * |
1699 | * It would be pointless to attempt to _prevent_ this form of |
1700 | * cheating by encrypting the description, since Mines is |
1701 | * open-source so anyone can find out the encryption key. However, |
1702 | * I think it is worth doing a bit of gentle obfuscation to prevent |
1703 | * _accidental_ spoilers: if you happened to note that the game ID |
1704 | * starts with an F, for example, you might be unable to put the |
1705 | * knowledge of those mines out of your mind while playing. So, |
1706 | * just as discussions of film endings are rot13ed to avoid |
1707 | * spoiling it for people who don't want to be told, we apply a |
1708 | * keyless, reversible, but visually completely obfuscatory masking |
1709 | * function to the mine bitmap. |
1710 | */ |
1711 | static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode) |
1712 | { |
1713 | int bytes, firsthalf, secondhalf; |
1714 | struct step { |
1715 | unsigned char *seedstart; |
1716 | int seedlen; |
1717 | unsigned char *targetstart; |
1718 | int targetlen; |
1719 | } steps[2]; |
1720 | int i, j; |
1721 | |
1722 | /* |
1723 | * My obfuscation algorithm is similar in concept to the OAEP |
1724 | * encoding used in some forms of RSA. Here's a specification |
1725 | * of it: |
1726 | * |
1727 | * + We have a `masking function' which constructs a stream of |
1728 | * pseudorandom bytes from a seed of some number of input |
1729 | * bytes. |
1730 | * |
1731 | * + We pad out our input bit stream to a whole number of |
1732 | * bytes by adding up to 7 zero bits on the end. (In fact |
1733 | * the bitmap passed as input to this function will already |
1734 | * have had this done in practice.) |
1735 | * |
1736 | * + We divide the _byte_ stream exactly in half, rounding the |
1737 | * half-way position _down_. So an 81-bit input string, for |
1738 | * example, rounds up to 88 bits or 11 bytes, and then |
1739 | * dividing by two gives 5 bytes in the first half and 6 in |
1740 | * the second half. |
1741 | * |
1742 | * + We generate a mask from the second half of the bytes, and |
1743 | * XOR it over the first half. |
1744 | * |
1745 | * + We generate a mask from the (encoded) first half of the |
1746 | * bytes, and XOR it over the second half. Any null bits at |
1747 | * the end which were added as padding are cleared back to |
1748 | * zero even if this operation would have made them nonzero. |
1749 | * |
1750 | * To de-obfuscate, the steps are precisely the same except |
1751 | * that the final two are reversed. |
1752 | * |
1753 | * Finally, our masking function. Given an input seed string of |
1754 | * bytes, the output mask consists of concatenating the SHA-1 |
1755 | * hashes of the seed string and successive decimal integers, |
1756 | * starting from 0. |
1757 | */ |
1758 | |
1759 | bytes = (bits + 7) / 8; |
1760 | firsthalf = bytes / 2; |
1761 | secondhalf = bytes - firsthalf; |
1762 | |
1763 | steps[decode ? 1 : 0].seedstart = bmp + firsthalf; |
1764 | steps[decode ? 1 : 0].seedlen = secondhalf; |
1765 | steps[decode ? 1 : 0].targetstart = bmp; |
1766 | steps[decode ? 1 : 0].targetlen = firsthalf; |
1767 | |
1768 | steps[decode ? 0 : 1].seedstart = bmp; |
1769 | steps[decode ? 0 : 1].seedlen = firsthalf; |
1770 | steps[decode ? 0 : 1].targetstart = bmp + firsthalf; |
1771 | steps[decode ? 0 : 1].targetlen = secondhalf; |
1772 | |
1773 | for (i = 0; i < 2; i++) { |
1774 | SHA_State base, final; |
1775 | unsigned char digest[20]; |
1776 | char numberbuf[80]; |
1777 | int digestpos = 20, counter = 0; |
1778 | |
1779 | SHA_Init(&base); |
1780 | SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen); |
1781 | |
1782 | for (j = 0; j < steps[i].targetlen; j++) { |
1783 | if (digestpos >= 20) { |
1784 | sprintf(numberbuf, "%d", counter++); |
1785 | final = base; |
1786 | SHA_Bytes(&final, numberbuf, strlen(numberbuf)); |
1787 | SHA_Final(&final, digest); |
1788 | digestpos = 0; |
1789 | } |
1790 | steps[i].targetstart[j] ^= digest[digestpos]++; |
1791 | } |
1792 | |
1793 | /* |
1794 | * Mask off the pad bits in the final byte after both steps. |
1795 | */ |
1796 | if (bits % 8) |
1797 | bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8)); |
1798 | } |
1799 | } |
1800 | |
c380832d |
1801 | static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, |
1802 | random_state *rs, char **game_desc) |
7959b517 |
1803 | { |
1804 | char *grid, *ret, *p; |
1805 | unsigned char *bmp; |
c380832d |
1806 | int i, area; |
7959b517 |
1807 | |
c380832d |
1808 | grid = minegen(w, h, n, x, y, unique, rs); |
7959b517 |
1809 | |
c380832d |
1810 | if (game_desc) { |
1811 | /* |
1812 | * Set up the mine bitmap and obfuscate it. |
1813 | */ |
1814 | area = w * h; |
1815 | bmp = snewn((area + 7) / 8, unsigned char); |
1816 | memset(bmp, 0, (area + 7) / 8); |
1817 | for (i = 0; i < area; i++) { |
1818 | if (grid[i]) |
1819 | bmp[i / 8] |= 0x80 >> (i % 8); |
1820 | } |
1821 | obfuscate_bitmap(bmp, area, FALSE); |
7959b517 |
1822 | |
c380832d |
1823 | /* |
1824 | * Now encode the resulting bitmap in hex. We can work to |
1825 | * nibble rather than byte granularity, since the obfuscation |
1826 | * function guarantees to return a bit string of the same |
1827 | * length as its input. |
1828 | */ |
1829 | ret = snewn((area+3)/4 + 100, char); |
1830 | p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */ |
1831 | for (i = 0; i < (area+3)/4; i++) { |
1832 | int v = bmp[i/2]; |
1833 | if (i % 2 == 0) |
1834 | v >>= 4; |
1835 | *p++ = "0123456789abcdef"[v & 0xF]; |
1836 | } |
1837 | *p = '\0'; |
7959b517 |
1838 | |
c380832d |
1839 | sfree(bmp); |
7959b517 |
1840 | |
c380832d |
1841 | *game_desc = ret; |
1842 | } |
7959b517 |
1843 | |
c380832d |
1844 | return grid; |
1845 | } |
1846 | |
1847 | static char *new_game_desc(game_params *params, random_state *rs, |
1848 | game_aux_info **aux) |
1849 | { |
1850 | #ifdef PREOPENED |
1851 | int x = random_upto(rs, params->w); |
1852 | int y = random_upto(rs, params->h); |
1853 | char *grid, *desc; |
1854 | |
1855 | grid = new_mine_layout(params->w, params->h, params->n, |
1856 | x, y, params->unique, rs); |
1857 | #else |
1858 | char *rsdesc, *desc; |
1859 | |
1860 | rsdesc = random_state_encode(rs); |
1861 | desc = snewn(strlen(rsdesc) + 100, char); |
1862 | sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc); |
1863 | sfree(rsdesc); |
1864 | return desc; |
1865 | #endif |
7959b517 |
1866 | } |
1867 | |
1868 | static void game_free_aux_info(game_aux_info *aux) |
1869 | { |
1870 | assert(!"Shouldn't happen"); |
1871 | } |
1872 | |
1873 | static char *validate_desc(game_params *params, char *desc) |
1874 | { |
1875 | int wh = params->w * params->h; |
1876 | int x, y; |
1877 | |
c380832d |
1878 | if (*desc == 'r') { |
1879 | if (!*desc || !isdigit((unsigned char)*desc)) |
1880 | return "No initial mine count in game description"; |
1881 | while (*desc && isdigit((unsigned char)*desc)) |
1882 | desc++; /* skip over mine count */ |
1883 | if (*desc != ',') |
1884 | return "No ',' after initial x-coordinate in game description"; |
7959b517 |
1885 | desc++; |
c380832d |
1886 | if (*desc != 'u' && *desc != 'a') |
1887 | return "No uniqueness specifier in game description"; |
1888 | desc++; |
1889 | if (*desc != ',') |
1890 | return "No ',' after uniqueness specifier in game description"; |
1891 | /* now ignore the rest */ |
1892 | } else { |
1893 | if (!*desc || !isdigit((unsigned char)*desc)) |
1894 | return "No initial x-coordinate in game description"; |
1895 | x = atoi(desc); |
1896 | if (x < 0 || x >= params->w) |
1897 | return "Initial x-coordinate was out of range"; |
1898 | while (*desc && isdigit((unsigned char)*desc)) |
1899 | desc++; /* skip over x coordinate */ |
1900 | if (*desc != ',') |
1901 | return "No ',' after initial x-coordinate in game description"; |
1902 | desc++; /* eat comma */ |
1903 | if (!*desc || !isdigit((unsigned char)*desc)) |
1904 | return "No initial y-coordinate in game description"; |
1905 | y = atoi(desc); |
1906 | if (y < 0 || y >= params->h) |
1907 | return "Initial y-coordinate was out of range"; |
1908 | while (*desc && isdigit((unsigned char)*desc)) |
1909 | desc++; /* skip over y coordinate */ |
1910 | if (*desc != ',') |
1911 | return "No ',' after initial y-coordinate in game description"; |
1912 | desc++; /* eat comma */ |
1913 | /* eat `m', meaning `masked', if present */ |
1914 | if (*desc == 'm') |
1915 | desc++; |
1916 | /* now just check length of remainder */ |
1917 | if (strlen(desc) != (wh+3)/4) |
1918 | return "Game description is wrong length"; |
1919 | } |
7959b517 |
1920 | |
1921 | return NULL; |
1922 | } |
1923 | |
1924 | static int open_square(game_state *state, int x, int y) |
1925 | { |
1926 | int w = state->w, h = state->h; |
1927 | int xx, yy, nmines, ncovered; |
1928 | |
c380832d |
1929 | if (!state->layout->mines) { |
1930 | /* |
1931 | * We have a preliminary game in which the mine layout |
1932 | * hasn't been generated yet. Generate it based on the |
1933 | * initial click location. |
1934 | */ |
1935 | char *desc; |
1936 | state->layout->mines = new_mine_layout(w, h, state->layout->n, |
1937 | x, y, state->layout->unique, |
1938 | state->layout->rs, |
1939 | &desc); |
1940 | midend_supersede_game_desc(state->layout->me, desc); |
1941 | sfree(desc); |
1942 | random_free(state->layout->rs); |
1943 | state->layout->rs = NULL; |
1944 | } |
1945 | |
1946 | if (state->layout->mines[y*w+x]) { |
7959b517 |
1947 | /* |
1948 | * The player has landed on a mine. Bad luck. Expose all |
1949 | * the mines. |
1950 | */ |
1951 | state->dead = TRUE; |
1952 | for (yy = 0; yy < h; yy++) |
1953 | for (xx = 0; xx < w; xx++) { |
c380832d |
1954 | if (state->layout->mines[yy*w+xx] && |
7959b517 |
1955 | (state->grid[yy*w+xx] == -2 || |
1956 | state->grid[yy*w+xx] == -3)) { |
1957 | state->grid[yy*w+xx] = 64; |
1958 | } |
c380832d |
1959 | if (!state->layout->mines[yy*w+xx] && |
7959b517 |
1960 | state->grid[yy*w+xx] == -1) { |
1961 | state->grid[yy*w+xx] = 66; |
1962 | } |
1963 | } |
1964 | state->grid[y*w+x] = 65; |
1965 | return -1; |
1966 | } |
1967 | |
1968 | /* |
1969 | * Otherwise, the player has opened a safe square. Mark it to-do. |
1970 | */ |
1971 | state->grid[y*w+x] = -10; /* `todo' value internal to this func */ |
1972 | |
1973 | /* |
1974 | * Now go through the grid finding all `todo' values and |
1975 | * opening them. Every time one of them turns out to have no |
1976 | * neighbouring mines, we add all its unopened neighbours to |
1977 | * the list as well. |
1978 | * |
1979 | * FIXME: We really ought to be able to do this better than |
1980 | * using repeated N^2 scans of the grid. |
1981 | */ |
1982 | while (1) { |
1983 | int done_something = FALSE; |
1984 | |
1985 | for (yy = 0; yy < h; yy++) |
1986 | for (xx = 0; xx < w; xx++) |
1987 | if (state->grid[yy*w+xx] == -10) { |
1988 | int dx, dy, v; |
1989 | |
c380832d |
1990 | assert(!state->layout->mines[yy*w+xx]); |
7959b517 |
1991 | |
1992 | v = 0; |
1993 | |
1994 | for (dx = -1; dx <= +1; dx++) |
1995 | for (dy = -1; dy <= +1; dy++) |
1996 | if (xx+dx >= 0 && xx+dx < state->w && |
1997 | yy+dy >= 0 && yy+dy < state->h && |
c380832d |
1998 | state->layout->mines[(yy+dy)*w+(xx+dx)]) |
7959b517 |
1999 | v++; |
2000 | |
2001 | state->grid[yy*w+xx] = v; |
2002 | |
2003 | if (v == 0) { |
2004 | for (dx = -1; dx <= +1; dx++) |
2005 | for (dy = -1; dy <= +1; dy++) |
2006 | if (xx+dx >= 0 && xx+dx < state->w && |
2007 | yy+dy >= 0 && yy+dy < state->h && |
2008 | state->grid[(yy+dy)*w+(xx+dx)] == -2) |
2009 | state->grid[(yy+dy)*w+(xx+dx)] = -10; |
2010 | } |
2011 | |
2012 | done_something = TRUE; |
2013 | } |
2014 | |
2015 | if (!done_something) |
2016 | break; |
2017 | } |
2018 | |
2019 | /* |
2020 | * Finally, scan the grid and see if exactly as many squares |
2021 | * are still covered as there are mines. If so, set the `won' |
2022 | * flag and fill in mine markers on all covered squares. |
2023 | */ |
2024 | nmines = ncovered = 0; |
2025 | for (yy = 0; yy < h; yy++) |
2026 | for (xx = 0; xx < w; xx++) { |
2027 | if (state->grid[yy*w+xx] < 0) |
2028 | ncovered++; |
c380832d |
2029 | if (state->layout->mines[yy*w+xx]) |
7959b517 |
2030 | nmines++; |
2031 | } |
2032 | assert(ncovered >= nmines); |
2033 | if (ncovered == nmines) { |
2034 | for (yy = 0; yy < h; yy++) |
2035 | for (xx = 0; xx < w; xx++) { |
2036 | if (state->grid[yy*w+xx] < 0) |
2037 | state->grid[yy*w+xx] = -1; |
2038 | } |
2039 | state->won = TRUE; |
2040 | } |
2041 | |
2042 | return 0; |
2043 | } |
2044 | |
c380832d |
2045 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
7959b517 |
2046 | { |
2047 | game_state *state = snew(game_state); |
2048 | int i, wh, x, y, ret, masked; |
2049 | unsigned char *bmp; |
2050 | |
2051 | state->w = params->w; |
2052 | state->h = params->h; |
2053 | state->n = params->n; |
2054 | state->dead = state->won = FALSE; |
2055 | |
2056 | wh = state->w * state->h; |
7959b517 |
2057 | |
c380832d |
2058 | state->layout = snew(struct mine_layout); |
2059 | state->layout->refcount = 1; |
2060 | |
2061 | state->grid = snewn(wh, char); |
2062 | memset(state->grid, -2, wh); |
2063 | |
2064 | if (*desc == 'r') { |
2065 | desc++; |
2066 | state->layout->n = atoi(desc); |
2067 | while (*desc && isdigit((unsigned char)*desc)) |
2068 | desc++; /* skip over mine count */ |
2069 | if (*desc) desc++; /* eat comma */ |
2070 | if (*desc == 'a') |
2071 | state->layout->unique = FALSE; |
7959b517 |
2072 | else |
c380832d |
2073 | state->layout->unique = TRUE; |
2074 | desc++; |
2075 | if (*desc) desc++; /* eat comma */ |
7959b517 |
2076 | |
c380832d |
2077 | state->layout->mines = NULL; |
2078 | state->layout->rs = random_state_decode(desc); |
2079 | state->layout->me = me; |
7959b517 |
2080 | |
c380832d |
2081 | } else { |
7959b517 |
2082 | |
c380832d |
2083 | state->layout->mines = snewn(wh, char); |
2084 | x = atoi(desc); |
2085 | while (*desc && isdigit((unsigned char)*desc)) |
2086 | desc++; /* skip over x coordinate */ |
2087 | if (*desc) desc++; /* eat comma */ |
2088 | y = atoi(desc); |
2089 | while (*desc && isdigit((unsigned char)*desc)) |
2090 | desc++; /* skip over y coordinate */ |
2091 | if (*desc) desc++; /* eat comma */ |
2092 | |
2093 | if (*desc == 'm') { |
2094 | masked = TRUE; |
2095 | desc++; |
2096 | } else { |
2097 | /* |
2098 | * We permit game IDs to be entered by hand without the |
2099 | * masking transformation. |
2100 | */ |
2101 | masked = FALSE; |
2102 | } |
7959b517 |
2103 | |
c380832d |
2104 | bmp = snewn((wh + 7) / 8, unsigned char); |
2105 | memset(bmp, 0, (wh + 7) / 8); |
2106 | for (i = 0; i < (wh+3)/4; i++) { |
2107 | int c = desc[i]; |
2108 | int v; |
2109 | |
2110 | assert(c != 0); /* validate_desc should have caught */ |
2111 | if (c >= '0' && c <= '9') |
2112 | v = c - '0'; |
2113 | else if (c >= 'a' && c <= 'f') |
2114 | v = c - 'a' + 10; |
2115 | else if (c >= 'A' && c <= 'F') |
2116 | v = c - 'A' + 10; |
2117 | else |
2118 | v = 0; |
2119 | |
2120 | bmp[i / 2] |= v << (4 * (1 - (i % 2))); |
2121 | } |
7959b517 |
2122 | |
c380832d |
2123 | if (masked) |
2124 | obfuscate_bitmap(bmp, wh, TRUE); |
2125 | |
2126 | memset(state->layout->mines, 0, wh); |
2127 | for (i = 0; i < wh; i++) { |
2128 | if (bmp[i / 8] & (0x80 >> (i % 8))) |
2129 | state->layout->mines[i] = 1; |
2130 | } |
2131 | |
2132 | ret = open_square(state, x, y); |
2133 | } |
7959b517 |
2134 | |
2135 | return state; |
2136 | } |
2137 | |
2138 | static game_state *dup_game(game_state *state) |
2139 | { |
2140 | game_state *ret = snew(game_state); |
2141 | |
2142 | ret->w = state->w; |
2143 | ret->h = state->h; |
2144 | ret->n = state->n; |
2145 | ret->dead = state->dead; |
2146 | ret->won = state->won; |
c380832d |
2147 | ret->layout = state->layout; |
2148 | ret->layout->refcount++; |
7959b517 |
2149 | ret->grid = snewn(ret->w * ret->h, char); |
2150 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
2151 | |
2152 | return ret; |
2153 | } |
2154 | |
2155 | static void free_game(game_state *state) |
2156 | { |
c380832d |
2157 | if (--state->layout->refcount <= 0) { |
2158 | sfree(state->layout->mines); |
2159 | if (state->layout->rs) |
2160 | random_free(state->layout->rs); |
2161 | sfree(state->layout); |
2162 | } |
7959b517 |
2163 | sfree(state->grid); |
2164 | sfree(state); |
2165 | } |
2166 | |
2167 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
2168 | char **error) |
2169 | { |
2170 | return NULL; |
2171 | } |
2172 | |
2173 | static char *game_text_format(game_state *state) |
2174 | { |
2175 | return NULL; |
2176 | } |
2177 | |
2178 | struct game_ui { |
2179 | int hx, hy, hradius; /* for mouse-down highlights */ |
2180 | int flash_is_death; |
2181 | }; |
2182 | |
2183 | static game_ui *new_ui(game_state *state) |
2184 | { |
2185 | game_ui *ui = snew(game_ui); |
2186 | ui->hx = ui->hy = -1; |
2187 | ui->hradius = 0; |
2188 | ui->flash_is_death = FALSE; /* *shrug* */ |
2189 | return ui; |
2190 | } |
2191 | |
2192 | static void free_ui(game_ui *ui) |
2193 | { |
2194 | sfree(ui); |
2195 | } |
2196 | |
2197 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
2198 | int button) |
2199 | { |
2200 | game_state *ret; |
2201 | int cx, cy; |
2202 | |
2203 | if (from->dead || from->won) |
2204 | return NULL; /* no further moves permitted */ |
2205 | |
2206 | if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && |
2207 | !IS_MOUSE_RELEASE(button)) |
2208 | return NULL; |
2209 | |
2210 | cx = FROMCOORD(x); |
2211 | cy = FROMCOORD(y); |
2212 | if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h) |
2213 | return NULL; |
2214 | |
2215 | if (button == LEFT_BUTTON || button == LEFT_DRAG) { |
2216 | /* |
2217 | * Mouse-downs and mouse-drags just cause highlighting |
2218 | * updates. |
2219 | */ |
2220 | ui->hx = cx; |
2221 | ui->hy = cy; |
2222 | ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0); |
2223 | return from; |
2224 | } |
2225 | |
2226 | if (button == RIGHT_BUTTON) { |
2227 | /* |
2228 | * Right-clicking only works on a covered square, and it |
2229 | * toggles between -1 (marked as mine) and -2 (not marked |
2230 | * as mine). |
2231 | * |
2232 | * FIXME: question marks. |
2233 | */ |
2234 | if (from->grid[cy * from->w + cx] != -2 && |
2235 | from->grid[cy * from->w + cx] != -1) |
2236 | return NULL; |
2237 | |
2238 | ret = dup_game(from); |
2239 | ret->grid[cy * from->w + cx] ^= (-2 ^ -1); |
2240 | |
2241 | return ret; |
2242 | } |
2243 | |
2244 | if (button == LEFT_RELEASE) { |
2245 | ui->hx = ui->hy = -1; |
2246 | ui->hradius = 0; |
2247 | |
2248 | /* |
2249 | * At this stage we must never return NULL: we have adjusted |
2250 | * the ui, so at worst we return `from'. |
2251 | */ |
2252 | |
2253 | /* |
2254 | * Left-clicking on a covered square opens a tile. Not |
2255 | * permitted if the tile is marked as a mine, for safety. |
2256 | * (Unmark it and _then_ open it.) |
2257 | */ |
2258 | if (from->grid[cy * from->w + cx] == -2 || |
2259 | from->grid[cy * from->w + cx] == -3) { |
2260 | ret = dup_game(from); |
2261 | open_square(ret, cx, cy); |
2262 | return ret; |
2263 | } |
2264 | |
2265 | /* |
2266 | * Left-clicking on an uncovered tile: first we check to see if |
2267 | * the number of mine markers surrounding the tile is equal to |
2268 | * its mine count, and if so then we open all other surrounding |
2269 | * squares. |
2270 | */ |
2271 | if (from->grid[cy * from->w + cx] > 0) { |
2272 | int dy, dx, n; |
2273 | |
2274 | /* Count mine markers. */ |
2275 | n = 0; |
2276 | for (dy = -1; dy <= +1; dy++) |
2277 | for (dx = -1; dx <= +1; dx++) |
2278 | if (cx+dx >= 0 && cx+dx < from->w && |
2279 | cy+dy >= 0 && cy+dy < from->h) { |
2280 | if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1) |
2281 | n++; |
2282 | } |
2283 | |
2284 | if (n == from->grid[cy * from->w + cx]) { |
2285 | ret = dup_game(from); |
2286 | for (dy = -1; dy <= +1; dy++) |
2287 | for (dx = -1; dx <= +1; dx++) |
2288 | if (cx+dx >= 0 && cx+dx < ret->w && |
2289 | cy+dy >= 0 && cy+dy < ret->h && |
2290 | (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 || |
2291 | ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3)) |
2292 | open_square(ret, cx+dx, cy+dy); |
2293 | return ret; |
2294 | } |
2295 | } |
2296 | |
2297 | return from; |
2298 | } |
2299 | |
2300 | return NULL; |
2301 | } |
2302 | |
2303 | /* ---------------------------------------------------------------------- |
2304 | * Drawing routines. |
2305 | */ |
2306 | |
2307 | struct game_drawstate { |
2308 | int w, h, started; |
2309 | char *grid; |
2310 | /* |
2311 | * Items in this `grid' array have all the same values as in |
2312 | * the game_state grid, and in addition: |
2313 | * |
2314 | * - -10 means the tile was drawn `specially' as a result of a |
2315 | * flash, so it will always need redrawing. |
2316 | * |
2317 | * - -22 and -23 mean the tile is highlighted for a possible |
2318 | * click. |
2319 | */ |
2320 | }; |
2321 | |
2322 | static void game_size(game_params *params, int *x, int *y) |
2323 | { |
2324 | *x = BORDER * 2 + TILE_SIZE * params->w; |
2325 | *y = BORDER * 2 + TILE_SIZE * params->h; |
2326 | } |
2327 | |
2328 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2329 | { |
2330 | float *ret = snewn(3 * NCOLOURS, float); |
2331 | |
2332 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2333 | |
2334 | ret[COL_1 * 3 + 0] = 0.0F; |
2335 | ret[COL_1 * 3 + 1] = 0.0F; |
2336 | ret[COL_1 * 3 + 2] = 1.0F; |
2337 | |
2338 | ret[COL_2 * 3 + 0] = 0.0F; |
2339 | ret[COL_2 * 3 + 1] = 0.5F; |
2340 | ret[COL_2 * 3 + 2] = 0.0F; |
2341 | |
2342 | ret[COL_3 * 3 + 0] = 1.0F; |
2343 | ret[COL_3 * 3 + 1] = 0.0F; |
2344 | ret[COL_3 * 3 + 2] = 0.0F; |
2345 | |
2346 | ret[COL_4 * 3 + 0] = 0.0F; |
2347 | ret[COL_4 * 3 + 1] = 0.0F; |
2348 | ret[COL_4 * 3 + 2] = 0.5F; |
2349 | |
2350 | ret[COL_5 * 3 + 0] = 0.5F; |
2351 | ret[COL_5 * 3 + 1] = 0.0F; |
2352 | ret[COL_5 * 3 + 2] = 0.0F; |
2353 | |
2354 | ret[COL_6 * 3 + 0] = 0.0F; |
2355 | ret[COL_6 * 3 + 1] = 0.5F; |
2356 | ret[COL_6 * 3 + 2] = 0.5F; |
2357 | |
2358 | ret[COL_7 * 3 + 0] = 0.0F; |
2359 | ret[COL_7 * 3 + 1] = 0.0F; |
2360 | ret[COL_7 * 3 + 2] = 0.0F; |
2361 | |
2362 | ret[COL_8 * 3 + 0] = 0.5F; |
2363 | ret[COL_8 * 3 + 1] = 0.5F; |
2364 | ret[COL_8 * 3 + 2] = 0.5F; |
2365 | |
2366 | ret[COL_MINE * 3 + 0] = 0.0F; |
2367 | ret[COL_MINE * 3 + 1] = 0.0F; |
2368 | ret[COL_MINE * 3 + 2] = 0.0F; |
2369 | |
2370 | ret[COL_BANG * 3 + 0] = 1.0F; |
2371 | ret[COL_BANG * 3 + 1] = 0.0F; |
2372 | ret[COL_BANG * 3 + 2] = 0.0F; |
2373 | |
2374 | ret[COL_CROSS * 3 + 0] = 1.0F; |
2375 | ret[COL_CROSS * 3 + 1] = 0.0F; |
2376 | ret[COL_CROSS * 3 + 2] = 0.0F; |
2377 | |
2378 | ret[COL_FLAG * 3 + 0] = 1.0F; |
2379 | ret[COL_FLAG * 3 + 1] = 0.0F; |
2380 | ret[COL_FLAG * 3 + 2] = 0.0F; |
2381 | |
2382 | ret[COL_FLAGBASE * 3 + 0] = 0.0F; |
2383 | ret[COL_FLAGBASE * 3 + 1] = 0.0F; |
2384 | ret[COL_FLAGBASE * 3 + 2] = 0.0F; |
2385 | |
2386 | ret[COL_QUERY * 3 + 0] = 0.0F; |
2387 | ret[COL_QUERY * 3 + 1] = 0.0F; |
2388 | ret[COL_QUERY * 3 + 2] = 0.0F; |
2389 | |
2390 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
2391 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
2392 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
2393 | |
2394 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; |
2395 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; |
2396 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; |
2397 | |
2398 | *ncolours = NCOLOURS; |
2399 | return ret; |
2400 | } |
2401 | |
2402 | static game_drawstate *game_new_drawstate(game_state *state) |
2403 | { |
2404 | struct game_drawstate *ds = snew(struct game_drawstate); |
2405 | |
2406 | ds->w = state->w; |
2407 | ds->h = state->h; |
2408 | ds->started = FALSE; |
2409 | ds->grid = snewn(ds->w * ds->h, char); |
2410 | |
2411 | memset(ds->grid, -99, ds->w * ds->h); |
2412 | |
2413 | return ds; |
2414 | } |
2415 | |
2416 | static void game_free_drawstate(game_drawstate *ds) |
2417 | { |
2418 | sfree(ds->grid); |
2419 | sfree(ds); |
2420 | } |
2421 | |
2422 | static void draw_tile(frontend *fe, int x, int y, int v, int bg) |
2423 | { |
2424 | if (v < 0) { |
2425 | int coords[12]; |
2426 | int hl = 0; |
2427 | |
2428 | if (v == -22 || v == -23) { |
2429 | v += 20; |
2430 | |
2431 | /* |
2432 | * Omit the highlights in this case. |
2433 | */ |
2434 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, bg); |
2435 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2436 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2437 | } else { |
2438 | /* |
2439 | * Draw highlights to indicate the square is covered. |
2440 | */ |
2441 | coords[0] = x + TILE_SIZE - 1; |
2442 | coords[1] = y + TILE_SIZE - 1; |
2443 | coords[2] = x + TILE_SIZE - 1; |
2444 | coords[3] = y; |
2445 | coords[4] = x; |
2446 | coords[5] = y + TILE_SIZE - 1; |
2447 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl); |
2448 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl); |
2449 | |
2450 | coords[0] = x; |
2451 | coords[1] = y; |
2452 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl); |
2453 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl); |
2454 | |
2455 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
2456 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
2457 | bg); |
2458 | } |
2459 | |
2460 | if (v == -1) { |
2461 | /* |
2462 | * Draw a flag. |
2463 | */ |
2464 | #define SETCOORD(n, dx, dy) do { \ |
2465 | coords[(n)*2+0] = x + TILE_SIZE * (dx); \ |
2466 | coords[(n)*2+1] = y + TILE_SIZE * (dy); \ |
2467 | } while (0) |
2468 | SETCOORD(0, 0.6, 0.35); |
2469 | SETCOORD(1, 0.6, 0.7); |
2470 | SETCOORD(2, 0.8, 0.8); |
2471 | SETCOORD(3, 0.25, 0.8); |
2472 | SETCOORD(4, 0.55, 0.7); |
2473 | SETCOORD(5, 0.55, 0.35); |
2474 | draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE); |
2475 | draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE); |
2476 | |
2477 | SETCOORD(0, 0.6, 0.2); |
2478 | SETCOORD(1, 0.6, 0.5); |
2479 | SETCOORD(2, 0.2, 0.35); |
2480 | draw_polygon(fe, coords, 3, TRUE, COL_FLAG); |
2481 | draw_polygon(fe, coords, 3, FALSE, COL_FLAG); |
2482 | #undef SETCOORD |
2483 | |
2484 | } else if (v == -3) { |
2485 | /* |
2486 | * Draw a question mark. |
2487 | */ |
2488 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2489 | FONT_VARIABLE, TILE_SIZE * 6 / 8, |
2490 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2491 | COL_QUERY, "?"); |
2492 | } |
2493 | } else { |
2494 | /* |
2495 | * Clear the square to the background colour, and draw thin |
2496 | * grid lines along the top and left. |
2497 | * |
2498 | * Exception is that for value 65 (mine we've just trodden |
2499 | * on), we clear the square to COL_BANG. |
2500 | */ |
2501 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
2502 | (v == 65 ? COL_BANG : bg)); |
2503 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2504 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2505 | |
2506 | if (v > 0 && v <= 8) { |
2507 | /* |
2508 | * Mark a number. |
2509 | */ |
2510 | char str[2]; |
2511 | str[0] = v + '0'; |
2512 | str[1] = '\0'; |
2513 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2514 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2515 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2516 | (COL_1 - 1) + v, str); |
2517 | |
2518 | } else if (v >= 64) { |
2519 | /* |
2520 | * Mark a mine. |
2521 | * |
2522 | * FIXME: this could be done better! |
2523 | */ |
2524 | #if 0 |
2525 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2526 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2527 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2528 | COL_MINE, "*"); |
2529 | #else |
2530 | { |
2531 | int cx = x + TILE_SIZE / 2; |
2532 | int cy = y + TILE_SIZE / 2; |
2533 | int r = TILE_SIZE / 2 - 3; |
2534 | int coords[4*5*2]; |
2535 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
2536 | int tdx, tdy, i; |
2537 | |
2538 | for (i = 0; i < 4*5*2; i += 5*2) { |
2539 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
2540 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
2541 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
2542 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
2543 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
2544 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
2545 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
2546 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
2547 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
2548 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
2549 | |
2550 | tdx = ydx; |
2551 | tdy = ydy; |
2552 | ydx = xdx; |
2553 | ydy = xdy; |
2554 | xdx = -tdx; |
2555 | xdy = -tdy; |
2556 | } |
2557 | |
2558 | draw_polygon(fe, coords, 5*4, TRUE, COL_MINE); |
2559 | draw_polygon(fe, coords, 5*4, FALSE, COL_MINE); |
2560 | |
2561 | draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
2562 | } |
2563 | #endif |
2564 | |
2565 | if (v == 66) { |
2566 | /* |
2567 | * Cross through the mine. |
2568 | */ |
2569 | int dx; |
2570 | for (dx = -1; dx <= +1; dx++) { |
2571 | draw_line(fe, x + 3 + dx, y + 2, |
2572 | x + TILE_SIZE - 3 + dx, |
2573 | y + TILE_SIZE - 2, COL_CROSS); |
2574 | draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2, |
2575 | x + 3 + dx, y + TILE_SIZE - 2, |
2576 | COL_CROSS); |
2577 | } |
2578 | } |
2579 | } |
2580 | } |
2581 | |
2582 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
2583 | } |
2584 | |
2585 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
2586 | game_state *state, int dir, game_ui *ui, |
2587 | float animtime, float flashtime) |
2588 | { |
2589 | int x, y; |
2590 | int mines, markers, bg; |
2591 | |
2592 | if (flashtime) { |
2593 | int frame = (flashtime / FLASH_FRAME); |
2594 | if (frame % 2) |
2595 | bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); |
2596 | else |
2597 | bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT); |
2598 | } else |
2599 | bg = COL_BACKGROUND; |
2600 | |
2601 | if (!ds->started) { |
2602 | int coords[6]; |
2603 | |
2604 | draw_rect(fe, 0, 0, |
2605 | TILE_SIZE * state->w + 2 * BORDER, |
2606 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
2607 | draw_update(fe, 0, 0, |
2608 | TILE_SIZE * state->w + 2 * BORDER, |
2609 | TILE_SIZE * state->h + 2 * BORDER); |
2610 | |
2611 | /* |
2612 | * Recessed area containing the whole puzzle. |
2613 | */ |
2614 | coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2615 | coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2616 | coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2617 | coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2618 | coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2619 | coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2620 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
2621 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
2622 | |
2623 | coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2624 | coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2625 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
2626 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
2627 | |
2628 | ds->started = TRUE; |
2629 | } |
2630 | |
2631 | /* |
2632 | * Now draw the tiles. Also in this loop, count up the number |
2633 | * of mines and mine markers. |
2634 | */ |
2635 | mines = markers = 0; |
2636 | for (y = 0; y < ds->h; y++) |
2637 | for (x = 0; x < ds->w; x++) { |
2638 | int v = state->grid[y*ds->w+x]; |
2639 | |
2640 | if (v == -1) |
2641 | markers++; |
c380832d |
2642 | if (state->layout->mines && state->layout->mines[y*ds->w+x]) |
7959b517 |
2643 | mines++; |
2644 | |
2645 | if ((v == -2 || v == -3) && |
2646 | (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) |
2647 | v -= 20; |
2648 | |
2649 | if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { |
2650 | draw_tile(fe, COORD(x), COORD(y), v, bg); |
2651 | ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); |
2652 | } |
2653 | } |
2654 | |
c380832d |
2655 | if (!state->layout->mines) |
2656 | mines = state->layout->n; |
2657 | |
7959b517 |
2658 | /* |
2659 | * Update the status bar. |
2660 | */ |
2661 | { |
2662 | char statusbar[512]; |
2663 | if (state->dead) { |
2664 | sprintf(statusbar, "GAME OVER!"); |
2665 | } else if (state->won) { |
2666 | sprintf(statusbar, "COMPLETED!"); |
2667 | } else { |
2668 | sprintf(statusbar, "Mines marked: %d / %d", markers, mines); |
2669 | } |
2670 | status_bar(fe, statusbar); |
2671 | } |
2672 | } |
2673 | |
2674 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2675 | int dir, game_ui *ui) |
2676 | { |
2677 | return 0.0F; |
2678 | } |
2679 | |
2680 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2681 | int dir, game_ui *ui) |
2682 | { |
2683 | if (dir > 0 && !oldstate->dead && !oldstate->won) { |
2684 | if (newstate->dead) { |
2685 | ui->flash_is_death = TRUE; |
2686 | return 3 * FLASH_FRAME; |
2687 | } |
2688 | if (newstate->won) { |
2689 | ui->flash_is_death = FALSE; |
2690 | return 2 * FLASH_FRAME; |
2691 | } |
2692 | } |
2693 | return 0.0F; |
2694 | } |
2695 | |
2696 | static int game_wants_statusbar(void) |
2697 | { |
2698 | return TRUE; |
2699 | } |
2700 | |
48dcdd62 |
2701 | static int game_timing_state(game_state *state) |
2702 | { |
2703 | if (state->dead || state->won || !state->layout->mines) |
2704 | return FALSE; |
2705 | return TRUE; |
2706 | } |
2707 | |
7959b517 |
2708 | #ifdef COMBINED |
2709 | #define thegame mines |
2710 | #endif |
2711 | |
2712 | const struct game thegame = { |
2713 | "Mines", "games.mines", |
2714 | default_params, |
2715 | game_fetch_preset, |
2716 | decode_params, |
2717 | encode_params, |
2718 | free_params, |
2719 | dup_params, |
2720 | TRUE, game_configure, custom_params, |
2721 | validate_params, |
2722 | new_game_desc, |
2723 | game_free_aux_info, |
2724 | validate_desc, |
2725 | new_game, |
2726 | dup_game, |
2727 | free_game, |
2728 | FALSE, solve_game, |
2729 | FALSE, game_text_format, |
2730 | new_ui, |
2731 | free_ui, |
2732 | make_move, |
2733 | game_size, |
2734 | game_colours, |
2735 | game_new_drawstate, |
2736 | game_free_drawstate, |
2737 | game_redraw, |
2738 | game_anim_length, |
2739 | game_flash_length, |
2740 | game_wants_statusbar, |
48dcdd62 |
2741 | TRUE, game_timing_state, |
7959b517 |
2742 | }; |