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"; |
5d3f9ea6 |
258 | if (params->n > params->w * params->h - 9) |
259 | return "Too many mines for grid size"; |
7959b517 |
260 | |
261 | /* |
262 | * FIXME: Need more constraints here. Not sure what the |
263 | * sensible limits for Minesweeper actually are. The limits |
264 | * probably ought to change, however, depending on uniqueness. |
265 | */ |
266 | |
267 | return NULL; |
268 | } |
269 | |
270 | /* ---------------------------------------------------------------------- |
271 | * Minesweeper solver, used to ensure the generated grids are |
272 | * solvable without having to take risks. |
273 | */ |
274 | |
275 | /* |
276 | * Count the bits in a word. Only needs to cope with 16 bits. |
277 | */ |
278 | static int bitcount16(int word) |
279 | { |
280 | word = ((word & 0xAAAA) >> 1) + (word & 0x5555); |
281 | word = ((word & 0xCCCC) >> 2) + (word & 0x3333); |
282 | word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F); |
283 | word = ((word & 0xFF00) >> 8) + (word & 0x00FF); |
284 | |
285 | return word; |
286 | } |
287 | |
288 | /* |
289 | * We use a tree234 to store a large number of small localised |
290 | * sets, each with a mine count. We also keep some of those sets |
291 | * linked together into a to-do list. |
292 | */ |
293 | struct set { |
294 | short x, y, mask, mines; |
295 | int todo; |
296 | struct set *prev, *next; |
297 | }; |
298 | |
299 | static int setcmp(void *av, void *bv) |
300 | { |
301 | struct set *a = (struct set *)av; |
302 | struct set *b = (struct set *)bv; |
303 | |
304 | if (a->y < b->y) |
305 | return -1; |
306 | else if (a->y > b->y) |
307 | return +1; |
308 | else if (a->x < b->x) |
309 | return -1; |
310 | else if (a->x > b->x) |
311 | return +1; |
312 | else if (a->mask < b->mask) |
313 | return -1; |
314 | else if (a->mask > b->mask) |
315 | return +1; |
316 | else |
317 | return 0; |
318 | } |
319 | |
320 | struct setstore { |
321 | tree234 *sets; |
322 | struct set *todo_head, *todo_tail; |
323 | }; |
324 | |
325 | static struct setstore *ss_new(void) |
326 | { |
327 | struct setstore *ss = snew(struct setstore); |
328 | ss->sets = newtree234(setcmp); |
329 | ss->todo_head = ss->todo_tail = NULL; |
330 | return ss; |
331 | } |
332 | |
333 | /* |
334 | * Take two input sets, in the form (x,y,mask). Munge the first by |
335 | * taking either its intersection with the second or its difference |
336 | * with the second. Return the new mask part of the first set. |
337 | */ |
338 | static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2, |
339 | int diff) |
340 | { |
341 | /* |
342 | * Adjust the second set so that it has the same x,y |
343 | * coordinates as the first. |
344 | */ |
345 | if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) { |
346 | mask2 = 0; |
347 | } else { |
348 | while (x2 > x1) { |
349 | mask2 &= ~(4|32|256); |
350 | mask2 <<= 1; |
351 | x2--; |
352 | } |
353 | while (x2 < x1) { |
354 | mask2 &= ~(1|8|64); |
355 | mask2 >>= 1; |
356 | x2++; |
357 | } |
358 | while (y2 > y1) { |
359 | mask2 &= ~(64|128|256); |
360 | mask2 <<= 3; |
361 | y2--; |
362 | } |
363 | while (y2 < y1) { |
364 | mask2 &= ~(1|2|4); |
365 | mask2 >>= 3; |
366 | y2++; |
367 | } |
368 | } |
369 | |
370 | /* |
371 | * Invert the second set if `diff' is set (we're after A &~ B |
372 | * rather than A & B). |
373 | */ |
374 | if (diff) |
375 | mask2 ^= 511; |
376 | |
377 | /* |
378 | * Now all that's left is a logical AND. |
379 | */ |
380 | return mask1 & mask2; |
381 | } |
382 | |
383 | static void ss_add_todo(struct setstore *ss, struct set *s) |
384 | { |
385 | if (s->todo) |
386 | return; /* already on it */ |
387 | |
388 | #ifdef SOLVER_DIAGNOSTICS |
389 | printf("adding set on todo list: %d,%d %03x %d\n", |
390 | s->x, s->y, s->mask, s->mines); |
391 | #endif |
392 | |
393 | s->prev = ss->todo_tail; |
394 | if (s->prev) |
395 | s->prev->next = s; |
396 | else |
397 | ss->todo_head = s; |
398 | ss->todo_tail = s; |
399 | s->next = NULL; |
400 | s->todo = TRUE; |
401 | } |
402 | |
403 | static void ss_add(struct setstore *ss, int x, int y, int mask, int mines) |
404 | { |
405 | struct set *s; |
406 | |
407 | assert(mask != 0); |
408 | |
409 | /* |
410 | * Normalise so that x and y are genuinely the bounding |
411 | * rectangle. |
412 | */ |
413 | while (!(mask & (1|8|64))) |
414 | mask >>= 1, x++; |
415 | while (!(mask & (1|2|4))) |
416 | mask >>= 3, y++; |
417 | |
418 | /* |
419 | * Create a set structure and add it to the tree. |
420 | */ |
421 | s = snew(struct set); |
422 | s->x = x; |
423 | s->y = y; |
424 | s->mask = mask; |
425 | s->mines = mines; |
426 | s->todo = FALSE; |
427 | if (add234(ss->sets, s) != s) { |
428 | /* |
429 | * This set already existed! Free it and return. |
430 | */ |
431 | sfree(s); |
432 | return; |
433 | } |
434 | |
435 | /* |
436 | * We've added a new set to the tree, so put it on the todo |
437 | * list. |
438 | */ |
439 | ss_add_todo(ss, s); |
440 | } |
441 | |
442 | static void ss_remove(struct setstore *ss, struct set *s) |
443 | { |
444 | struct set *next = s->next, *prev = s->prev; |
445 | |
446 | #ifdef SOLVER_DIAGNOSTICS |
447 | printf("removing set %d,%d %03x\n", s->x, s->y, s->mask); |
448 | #endif |
449 | /* |
450 | * Remove s from the todo list. |
451 | */ |
452 | if (prev) |
453 | prev->next = next; |
454 | else if (s == ss->todo_head) |
455 | ss->todo_head = next; |
456 | |
457 | if (next) |
458 | next->prev = prev; |
459 | else if (s == ss->todo_tail) |
460 | ss->todo_tail = prev; |
461 | |
462 | s->todo = FALSE; |
463 | |
464 | /* |
465 | * Remove s from the tree. |
466 | */ |
467 | del234(ss->sets, s); |
468 | |
469 | /* |
470 | * Destroy the actual set structure. |
471 | */ |
472 | sfree(s); |
473 | } |
474 | |
475 | /* |
476 | * Return a dynamically allocated list of all the sets which |
477 | * overlap a provided input set. |
478 | */ |
479 | static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask) |
480 | { |
481 | struct set **ret = NULL; |
482 | int nret = 0, retsize = 0; |
483 | int xx, yy; |
484 | |
485 | for (xx = x-3; xx < x+3; xx++) |
486 | for (yy = y-3; yy < y+3; yy++) { |
487 | struct set stmp, *s; |
488 | int pos; |
489 | |
490 | /* |
491 | * Find the first set with these top left coordinates. |
492 | */ |
493 | stmp.x = xx; |
494 | stmp.y = yy; |
495 | stmp.mask = 0; |
496 | |
497 | if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) { |
498 | while ((s = index234(ss->sets, pos)) != NULL && |
499 | s->x == xx && s->y == yy) { |
500 | /* |
501 | * This set potentially overlaps the input one. |
502 | * Compute the intersection to see if they |
503 | * really overlap, and add it to the list if |
504 | * so. |
505 | */ |
506 | if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) { |
507 | /* |
508 | * There's an overlap. |
509 | */ |
510 | if (nret >= retsize) { |
511 | retsize = nret + 32; |
512 | ret = sresize(ret, retsize, struct set *); |
513 | } |
514 | ret[nret++] = s; |
515 | } |
516 | |
517 | pos++; |
518 | } |
519 | } |
520 | } |
521 | |
522 | ret = sresize(ret, nret+1, struct set *); |
523 | ret[nret] = NULL; |
524 | |
525 | return ret; |
526 | } |
527 | |
528 | /* |
529 | * Get an element from the head of the set todo list. |
530 | */ |
531 | static struct set *ss_todo(struct setstore *ss) |
532 | { |
533 | if (ss->todo_head) { |
534 | struct set *ret = ss->todo_head; |
535 | ss->todo_head = ret->next; |
536 | if (ss->todo_head) |
537 | ss->todo_head->prev = NULL; |
538 | else |
539 | ss->todo_tail = NULL; |
540 | ret->next = ret->prev = NULL; |
541 | ret->todo = FALSE; |
542 | return ret; |
543 | } else { |
544 | return NULL; |
545 | } |
546 | } |
547 | |
548 | struct squaretodo { |
549 | int *next; |
550 | int head, tail; |
551 | }; |
552 | |
553 | static void std_add(struct squaretodo *std, int i) |
554 | { |
555 | if (std->tail >= 0) |
556 | std->next[std->tail] = i; |
557 | else |
558 | std->head = i; |
559 | std->tail = i; |
560 | std->next[i] = -1; |
561 | } |
562 | |
563 | static void known_squares(int w, int h, struct squaretodo *std, char *grid, |
564 | int (*open)(void *ctx, int x, int y), void *openctx, |
565 | int x, int y, int mask, int mine) |
566 | { |
567 | int xx, yy, bit; |
568 | |
569 | bit = 1; |
570 | |
571 | for (yy = 0; yy < 3; yy++) |
572 | for (xx = 0; xx < 3; xx++) { |
573 | if (mask & bit) { |
574 | int i = (y + yy) * w + (x + xx); |
575 | |
576 | /* |
577 | * It's possible that this square is _already_ |
578 | * known, in which case we don't try to add it to |
579 | * the list twice. |
580 | */ |
581 | if (grid[i] == -2) { |
582 | |
583 | if (mine) { |
584 | grid[i] = -1; /* and don't open it! */ |
585 | } else { |
586 | grid[i] = open(openctx, x + xx, y + yy); |
587 | assert(grid[i] != -1); /* *bang* */ |
588 | } |
589 | std_add(std, i); |
590 | |
591 | } |
592 | } |
593 | bit <<= 1; |
594 | } |
595 | } |
596 | |
597 | /* |
598 | * This is data returned from the `perturb' function. It details |
599 | * which squares have become mines and which have become clear. The |
600 | * solver is (of course) expected to honourably not use that |
601 | * knowledge directly, but to efficently adjust its internal data |
602 | * structures and proceed based on only the information it |
603 | * legitimately has. |
604 | */ |
605 | struct perturbation { |
606 | int x, y; |
607 | int delta; /* +1 == become a mine; -1 == cleared */ |
608 | }; |
609 | struct perturbations { |
610 | int n; |
611 | struct perturbation *changes; |
612 | }; |
613 | |
614 | /* |
615 | * Main solver entry point. You give it a grid of existing |
616 | * knowledge (-1 for a square known to be a mine, 0-8 for empty |
617 | * squares with a given number of neighbours, -2 for completely |
618 | * unknown), plus a function which you can call to open new squares |
619 | * once you're confident of them. It fills in as much more of the |
620 | * grid as it can. |
621 | * |
622 | * Return value is: |
623 | * |
624 | * - -1 means deduction stalled and nothing could be done |
625 | * - 0 means deduction succeeded fully |
626 | * - >0 means deduction succeeded but some number of perturbation |
627 | * steps were required; the exact return value is the number of |
628 | * perturb calls. |
629 | */ |
630 | static int minesolve(int w, int h, int n, char *grid, |
631 | int (*open)(void *ctx, int x, int y), |
632 | struct perturbations *(*perturb)(void *ctx, char *grid, |
633 | int x, int y, int mask), |
634 | void *ctx, random_state *rs) |
635 | { |
636 | struct setstore *ss = ss_new(); |
637 | struct set **list; |
638 | struct squaretodo astd, *std = &astd; |
639 | int x, y, i, j; |
640 | int nperturbs = 0; |
641 | |
642 | /* |
643 | * Set up a linked list of squares with known contents, so that |
644 | * we can process them one by one. |
645 | */ |
646 | std->next = snewn(w*h, int); |
647 | std->head = std->tail = -1; |
648 | |
649 | /* |
650 | * Initialise that list with all known squares in the input |
651 | * grid. |
652 | */ |
653 | for (y = 0; y < h; y++) { |
654 | for (x = 0; x < w; x++) { |
655 | i = y*w+x; |
656 | if (grid[i] != -2) |
657 | std_add(std, i); |
658 | } |
659 | } |
660 | |
661 | /* |
662 | * Main deductive loop. |
663 | */ |
664 | while (1) { |
665 | int done_something = FALSE; |
666 | struct set *s; |
667 | |
668 | /* |
669 | * If there are any known squares on the todo list, process |
670 | * them and construct a set for each. |
671 | */ |
672 | while (std->head != -1) { |
673 | i = std->head; |
674 | #ifdef SOLVER_DIAGNOSTICS |
675 | printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]); |
676 | #endif |
677 | std->head = std->next[i]; |
678 | if (std->head == -1) |
679 | std->tail = -1; |
680 | |
681 | x = i % w; |
682 | y = i / w; |
683 | |
684 | if (grid[i] >= 0) { |
685 | int dx, dy, mines, bit, val; |
686 | #ifdef SOLVER_DIAGNOSTICS |
687 | printf("creating set around this square\n"); |
688 | #endif |
689 | /* |
690 | * Empty square. Construct the set of non-known squares |
691 | * around this one, and determine its mine count. |
692 | */ |
693 | mines = grid[i]; |
694 | bit = 1; |
695 | val = 0; |
696 | for (dy = -1; dy <= +1; dy++) { |
697 | for (dx = -1; dx <= +1; dx++) { |
698 | #ifdef SOLVER_DIAGNOSTICS |
699 | printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]); |
700 | #endif |
701 | if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h) |
702 | /* ignore this one */; |
703 | else if (grid[i+dy*w+dx] == -1) |
704 | mines--; |
705 | else if (grid[i+dy*w+dx] == -2) |
706 | val |= bit; |
707 | bit <<= 1; |
708 | } |
709 | } |
710 | if (val) |
711 | ss_add(ss, x-1, y-1, val, mines); |
712 | } |
713 | |
714 | /* |
715 | * Now, whether the square is empty or full, we must |
716 | * find any set which contains it and replace it with |
717 | * one which does not. |
718 | */ |
719 | { |
720 | #ifdef SOLVER_DIAGNOSTICS |
721 | printf("finding sets containing known square %d,%d\n", x, y); |
722 | #endif |
723 | list = ss_overlap(ss, x, y, 1); |
724 | |
725 | for (j = 0; list[j]; j++) { |
726 | int newmask, newmines; |
727 | |
728 | s = list[j]; |
729 | |
730 | /* |
731 | * Compute the mask for this set minus the |
732 | * newly known square. |
733 | */ |
734 | newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE); |
735 | |
736 | /* |
737 | * Compute the new mine count. |
738 | */ |
739 | newmines = s->mines - (grid[i] == -1); |
740 | |
741 | /* |
742 | * Insert the new set into the collection, |
743 | * unless it's been whittled right down to |
744 | * nothing. |
745 | */ |
746 | if (newmask) |
747 | ss_add(ss, s->x, s->y, newmask, newmines); |
748 | |
749 | /* |
750 | * Destroy the old one; it is actually obsolete. |
751 | */ |
752 | ss_remove(ss, s); |
753 | } |
754 | |
755 | sfree(list); |
756 | } |
757 | |
758 | /* |
759 | * Marking a fresh square as known certainly counts as |
760 | * doing something. |
761 | */ |
762 | done_something = TRUE; |
763 | } |
764 | |
765 | /* |
766 | * Now pick a set off the to-do list and attempt deductions |
767 | * based on it. |
768 | */ |
769 | if ((s = ss_todo(ss)) != NULL) { |
770 | |
771 | #ifdef SOLVER_DIAGNOSTICS |
772 | printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
773 | #endif |
774 | /* |
775 | * Firstly, see if this set has a mine count of zero or |
776 | * of its own cardinality. |
777 | */ |
778 | if (s->mines == 0 || s->mines == bitcount16(s->mask)) { |
779 | /* |
780 | * If so, we can immediately mark all the squares |
781 | * in the set as known. |
782 | */ |
783 | #ifdef SOLVER_DIAGNOSTICS |
784 | printf("easy\n"); |
785 | #endif |
786 | known_squares(w, h, std, grid, open, ctx, |
787 | s->x, s->y, s->mask, (s->mines != 0)); |
788 | |
789 | /* |
790 | * Having done that, we need do nothing further |
791 | * with this set; marking all the squares in it as |
792 | * known will eventually eliminate it, and will |
793 | * also permit further deductions about anything |
794 | * that overlaps it. |
795 | */ |
796 | continue; |
797 | } |
798 | |
799 | /* |
800 | * Failing that, we now search through all the sets |
801 | * which overlap this one. |
802 | */ |
803 | list = ss_overlap(ss, s->x, s->y, s->mask); |
804 | |
805 | for (j = 0; list[j]; j++) { |
806 | struct set *s2 = list[j]; |
807 | int swing, s2wing, swc, s2wc; |
808 | |
809 | /* |
810 | * Find the non-overlapping parts s2-s and s-s2, |
811 | * and their cardinalities. |
812 | * |
813 | * I'm going to refer to these parts as `wings' |
814 | * surrounding the central part common to both |
815 | * sets. The `s wing' is s-s2; the `s2 wing' is |
816 | * s2-s. |
817 | */ |
818 | swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask, |
819 | TRUE); |
820 | s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask, |
821 | TRUE); |
822 | swc = bitcount16(swing); |
823 | s2wc = bitcount16(s2wing); |
824 | |
825 | /* |
826 | * If one set has more mines than the other, and |
827 | * the number of extra mines is equal to the |
828 | * cardinality of that set's wing, then we can mark |
829 | * every square in the wing as a known mine, and |
830 | * every square in the other wing as known clear. |
831 | */ |
832 | if (swc == s->mines - s2->mines || |
833 | s2wc == s2->mines - s->mines) { |
834 | known_squares(w, h, std, grid, open, ctx, |
835 | s->x, s->y, swing, |
836 | (swc == s->mines - s2->mines)); |
837 | known_squares(w, h, std, grid, open, ctx, |
838 | s2->x, s2->y, s2wing, |
839 | (s2wc == s2->mines - s->mines)); |
840 | continue; |
841 | } |
842 | |
843 | /* |
844 | * Failing that, see if one set is a subset of the |
845 | * other. If so, we can divide up the mine count of |
846 | * the larger set between the smaller set and its |
847 | * complement, even if neither smaller set ends up |
848 | * being immediately clearable. |
849 | */ |
850 | if (swc == 0 && s2wc != 0) { |
851 | /* s is a subset of s2. */ |
852 | assert(s2->mines > s->mines); |
853 | ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines); |
854 | } else if (s2wc == 0 && swc != 0) { |
855 | /* s2 is a subset of s. */ |
856 | assert(s->mines > s2->mines); |
857 | ss_add(ss, s->x, s->y, swing, s->mines - s2->mines); |
858 | } |
859 | } |
860 | |
861 | sfree(list); |
862 | |
863 | /* |
864 | * In this situation we have definitely done |
865 | * _something_, even if it's only reducing the size of |
866 | * our to-do list. |
867 | */ |
868 | done_something = TRUE; |
869 | } else if (n >= 0) { |
870 | /* |
871 | * We have nothing left on our todo list, which means |
872 | * all localised deductions have failed. Our next step |
873 | * is to resort to global deduction based on the total |
874 | * mine count. This is computationally expensive |
875 | * compared to any of the above deductions, which is |
876 | * why we only ever do it when all else fails, so that |
877 | * hopefully it won't have to happen too often. |
878 | * |
879 | * If you pass n<0 into this solver, that informs it |
880 | * that you do not know the total mine count, so it |
881 | * won't even attempt these deductions. |
882 | */ |
883 | |
884 | int minesleft, squaresleft; |
885 | int nsets, setused[10], cursor; |
886 | |
887 | /* |
888 | * Start by scanning the current grid state to work out |
889 | * how many unknown squares we still have, and how many |
890 | * mines are to be placed in them. |
891 | */ |
892 | squaresleft = 0; |
893 | minesleft = n; |
894 | for (i = 0; i < w*h; i++) { |
895 | if (grid[i] == -1) |
896 | minesleft--; |
897 | else if (grid[i] == -2) |
898 | squaresleft++; |
899 | } |
900 | |
901 | #ifdef SOLVER_DIAGNOSTICS |
902 | printf("global deduction time: squaresleft=%d minesleft=%d\n", |
903 | squaresleft, minesleft); |
904 | for (y = 0; y < h; y++) { |
905 | for (x = 0; x < w; x++) { |
906 | int v = grid[y*w+x]; |
907 | if (v == -1) |
908 | putchar('*'); |
909 | else if (v == -2) |
910 | putchar('?'); |
911 | else if (v == 0) |
912 | putchar('-'); |
913 | else |
914 | putchar('0' + v); |
915 | } |
916 | putchar('\n'); |
917 | } |
918 | #endif |
919 | |
920 | /* |
921 | * If there _are_ no unknown squares, we have actually |
922 | * finished. |
923 | */ |
924 | if (squaresleft == 0) { |
925 | assert(minesleft == 0); |
926 | break; |
927 | } |
928 | |
929 | /* |
930 | * First really simple case: if there are no more mines |
931 | * left, or if there are exactly as many mines left as |
932 | * squares to play them in, then it's all easy. |
933 | */ |
934 | if (minesleft == 0 || minesleft == squaresleft) { |
935 | for (i = 0; i < w*h; i++) |
936 | if (grid[i] == -2) |
937 | known_squares(w, h, std, grid, open, ctx, |
938 | i % w, i / w, 1, minesleft != 0); |
939 | continue; /* now go back to main deductive loop */ |
940 | } |
941 | |
942 | /* |
943 | * Failing that, we have to do some _real_ work. |
944 | * Ideally what we do here is to try every single |
945 | * combination of the currently available sets, in an |
946 | * attempt to find a disjoint union (i.e. a set of |
947 | * squares with a known mine count between them) such |
948 | * that the remaining unknown squares _not_ contained |
949 | * in that union either contain no mines or are all |
950 | * mines. |
951 | * |
952 | * Actually enumerating all 2^n possibilities will get |
953 | * a bit slow for large n, so I artificially cap this |
954 | * recursion at n=10 to avoid too much pain. |
955 | */ |
956 | nsets = count234(ss->sets); |
957 | if (nsets <= lenof(setused)) { |
958 | /* |
959 | * Doing this with actual recursive function calls |
960 | * would get fiddly because a load of local |
961 | * variables from this function would have to be |
962 | * passed down through the recursion. So instead |
963 | * I'm going to use a virtual recursion within this |
964 | * function. The way this works is: |
965 | * |
966 | * - we have an array `setused', such that |
967 | * setused[n] is 0 or 1 depending on whether set |
968 | * n is currently in the union we are |
969 | * considering. |
970 | * |
971 | * - we have a value `cursor' which indicates how |
972 | * much of `setused' we have so far filled in. |
973 | * It's conceptually the recursion depth. |
974 | * |
975 | * We begin by setting `cursor' to zero. Then: |
976 | * |
977 | * - if cursor can advance, we advance it by one. |
978 | * We set the value in `setused' that it went |
979 | * past to 1 if that set is disjoint from |
980 | * anything else currently in `setused', or to 0 |
981 | * otherwise. |
982 | * |
983 | * - If cursor cannot advance because it has |
984 | * reached the end of the setused list, then we |
985 | * have a maximal disjoint union. Check to see |
986 | * whether its mine count has any useful |
987 | * properties. If so, mark all the squares not |
988 | * in the union as known and terminate. |
989 | * |
990 | * - If cursor has reached the end of setused and |
991 | * the algorithm _hasn't_ terminated, back |
992 | * cursor up to the nearest 1, turn it into a 0 |
993 | * and advance cursor just past it. |
994 | * |
995 | * - If we attempt to back up to the nearest 1 and |
996 | * there isn't one at all, then we have gone |
997 | * through all disjoint unions of sets in the |
998 | * list and none of them has been helpful, so we |
999 | * give up. |
1000 | */ |
1001 | struct set *sets[lenof(setused)]; |
1002 | for (i = 0; i < nsets; i++) |
1003 | sets[i] = index234(ss->sets, i); |
1004 | |
1005 | cursor = 0; |
1006 | while (1) { |
1007 | |
1008 | if (cursor < nsets) { |
1009 | int ok = TRUE; |
1010 | |
1011 | /* See if any existing set overlaps this one. */ |
1012 | for (i = 0; i < cursor; i++) |
1013 | if (setused[i] && |
1014 | setmunge(sets[cursor]->x, |
1015 | sets[cursor]->y, |
1016 | sets[cursor]->mask, |
1017 | sets[i]->x, sets[i]->y, sets[i]->mask, |
1018 | FALSE)) { |
1019 | ok = FALSE; |
1020 | break; |
1021 | } |
1022 | |
1023 | if (ok) { |
1024 | /* |
1025 | * We're adding this set to our union, |
1026 | * so adjust minesleft and squaresleft |
1027 | * appropriately. |
1028 | */ |
1029 | minesleft -= sets[cursor]->mines; |
1030 | squaresleft -= bitcount16(sets[cursor]->mask); |
1031 | } |
1032 | |
1033 | setused[cursor++] = ok; |
1034 | } else { |
1035 | #ifdef SOLVER_DIAGNOSTICS |
1036 | printf("trying a set combination with %d %d\n", |
1037 | squaresleft, minesleft); |
b498c539 |
1038 | #endif /* SOLVER_DIAGNOSTICS */ |
7959b517 |
1039 | |
1040 | /* |
1041 | * We've reached the end. See if we've got |
1042 | * anything interesting. |
1043 | */ |
1044 | if (squaresleft > 0 && |
1045 | (minesleft == 0 || minesleft == squaresleft)) { |
1046 | /* |
1047 | * We have! There is at least one |
1048 | * square not contained within the set |
1049 | * union we've just found, and we can |
1050 | * deduce that either all such squares |
1051 | * are mines or all are not (depending |
1052 | * on whether minesleft==0). So now all |
1053 | * we have to do is actually go through |
1054 | * the grid, find those squares, and |
1055 | * mark them. |
1056 | */ |
1057 | for (i = 0; i < w*h; i++) |
1058 | if (grid[i] == -2) { |
1059 | int outside = TRUE; |
1060 | y = i / w; |
1061 | x = i % w; |
1062 | for (j = 0; j < nsets; j++) |
1063 | if (setused[j] && |
1064 | setmunge(sets[j]->x, sets[j]->y, |
1065 | sets[j]->mask, x, y, 1, |
1066 | FALSE)) { |
1067 | outside = FALSE; |
1068 | break; |
1069 | } |
1070 | if (outside) |
1071 | known_squares(w, h, std, grid, |
1072 | open, ctx, |
1073 | x, y, 1, minesleft != 0); |
1074 | } |
1075 | |
1076 | done_something = TRUE; |
1077 | break; /* return to main deductive loop */ |
1078 | } |
1079 | |
1080 | /* |
1081 | * If we reach here, then this union hasn't |
1082 | * done us any good, so move on to the |
1083 | * next. Backtrack cursor to the nearest 1, |
1084 | * change it to a 0 and continue. |
1085 | */ |
1086 | while (cursor-- >= 0 && !setused[cursor]); |
1087 | if (cursor >= 0) { |
1088 | assert(setused[cursor]); |
1089 | |
1090 | /* |
1091 | * We're removing this set from our |
1092 | * union, so re-increment minesleft and |
1093 | * squaresleft. |
1094 | */ |
1095 | minesleft += sets[cursor]->mines; |
1096 | squaresleft += bitcount16(sets[cursor]->mask); |
1097 | |
1098 | setused[cursor++] = 0; |
1099 | } else { |
1100 | /* |
1101 | * We've backtracked all the way to the |
1102 | * start without finding a single 1, |
1103 | * which means that our virtual |
1104 | * recursion is complete and nothing |
1105 | * helped. |
1106 | */ |
1107 | break; |
1108 | } |
1109 | } |
1110 | |
1111 | } |
1112 | |
1113 | } |
1114 | } |
1115 | |
1116 | if (done_something) |
1117 | continue; |
1118 | |
1119 | #ifdef SOLVER_DIAGNOSTICS |
1120 | /* |
1121 | * Dump the current known state of the grid. |
1122 | */ |
1123 | printf("solver ran out of steam, ret=%d, grid:\n", nperturbs); |
1124 | for (y = 0; y < h; y++) { |
1125 | for (x = 0; x < w; x++) { |
1126 | int v = grid[y*w+x]; |
1127 | if (v == -1) |
1128 | putchar('*'); |
1129 | else if (v == -2) |
1130 | putchar('?'); |
1131 | else if (v == 0) |
1132 | putchar('-'); |
1133 | else |
1134 | putchar('0' + v); |
1135 | } |
1136 | putchar('\n'); |
1137 | } |
1138 | |
1139 | { |
1140 | struct set *s; |
1141 | |
1142 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1143 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1144 | } |
1145 | #endif |
1146 | |
1147 | /* |
1148 | * Now we really are at our wits' end as far as solving |
1149 | * this grid goes. Our only remaining option is to call |
1150 | * a perturb function and ask it to modify the grid to |
1151 | * make it easier. |
1152 | */ |
1153 | if (perturb) { |
1154 | struct perturbations *ret; |
1155 | struct set *s; |
1156 | |
1157 | nperturbs++; |
1158 | |
1159 | /* |
1160 | * Choose a set at random from the current selection, |
1161 | * and ask the perturb function to either fill or empty |
1162 | * it. |
1163 | * |
1164 | * If we have no sets at all, we must give up. |
1165 | */ |
1166 | if (count234(ss->sets) == 0) |
1167 | break; |
1168 | s = index234(ss->sets, random_upto(rs, count234(ss->sets))); |
1169 | #ifdef SOLVER_DIAGNOSTICS |
1170 | printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask); |
1171 | #endif |
1172 | ret = perturb(ctx, grid, s->x, s->y, s->mask); |
1173 | |
1174 | if (ret) { |
1175 | assert(ret->n > 0); /* otherwise should have been NULL */ |
1176 | |
1177 | /* |
1178 | * A number of squares have been fiddled with, and |
1179 | * the returned structure tells us which. Adjust |
1180 | * the mine count in any set which overlaps one of |
1181 | * those squares, and put them back on the to-do |
1182 | * list. |
1183 | */ |
1184 | for (i = 0; i < ret->n; i++) { |
1185 | #ifdef SOLVER_DIAGNOSTICS |
1186 | printf("perturbation %s mine at %d,%d\n", |
1187 | ret->changes[i].delta > 0 ? "added" : "removed", |
1188 | ret->changes[i].x, ret->changes[i].y); |
1189 | #endif |
1190 | |
1191 | list = ss_overlap(ss, |
1192 | ret->changes[i].x, ret->changes[i].y, 1); |
1193 | |
1194 | for (j = 0; list[j]; j++) { |
1195 | list[j]->mines += ret->changes[i].delta; |
1196 | ss_add_todo(ss, list[j]); |
1197 | } |
1198 | |
1199 | sfree(list); |
1200 | } |
1201 | |
1202 | /* |
1203 | * Now free the returned data. |
1204 | */ |
1205 | sfree(ret->changes); |
1206 | sfree(ret); |
1207 | |
1208 | #ifdef SOLVER_DIAGNOSTICS |
1209 | /* |
1210 | * Dump the current known state of the grid. |
1211 | */ |
1212 | printf("state after perturbation:\n", nperturbs); |
1213 | for (y = 0; y < h; y++) { |
1214 | for (x = 0; x < w; x++) { |
1215 | int v = grid[y*w+x]; |
1216 | if (v == -1) |
1217 | putchar('*'); |
1218 | else if (v == -2) |
1219 | putchar('?'); |
1220 | else if (v == 0) |
1221 | putchar('-'); |
1222 | else |
1223 | putchar('0' + v); |
1224 | } |
1225 | putchar('\n'); |
1226 | } |
1227 | |
1228 | { |
1229 | struct set *s; |
1230 | |
1231 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1232 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1233 | } |
1234 | #endif |
1235 | |
1236 | /* |
1237 | * And now we can go back round the deductive loop. |
1238 | */ |
1239 | continue; |
1240 | } |
1241 | } |
1242 | |
1243 | /* |
1244 | * If we get here, even that didn't work (either we didn't |
1245 | * have a perturb function or it returned failure), so we |
1246 | * give up entirely. |
1247 | */ |
1248 | break; |
1249 | } |
1250 | |
1251 | /* |
1252 | * See if we've got any unknown squares left. |
1253 | */ |
1254 | for (y = 0; y < h; y++) |
1255 | for (x = 0; x < w; x++) |
1256 | if (grid[y*w+x] == -2) { |
1257 | nperturbs = -1; /* failed to complete */ |
1258 | break; |
1259 | } |
1260 | |
1261 | /* |
1262 | * Free the set list and square-todo list. |
1263 | */ |
1264 | { |
1265 | struct set *s; |
1266 | while ((s = delpos234(ss->sets, 0)) != NULL) |
1267 | sfree(s); |
1268 | freetree234(ss->sets); |
1269 | sfree(ss); |
1270 | sfree(std->next); |
1271 | } |
1272 | |
1273 | return nperturbs; |
1274 | } |
1275 | |
1276 | /* ---------------------------------------------------------------------- |
1277 | * Grid generator which uses the above solver. |
1278 | */ |
1279 | |
1280 | struct minectx { |
1281 | char *grid; |
1282 | int w, h; |
1283 | int sx, sy; |
1284 | random_state *rs; |
1285 | }; |
1286 | |
1287 | static int mineopen(void *vctx, int x, int y) |
1288 | { |
1289 | struct minectx *ctx = (struct minectx *)vctx; |
1290 | int i, j, n; |
1291 | |
1292 | assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h); |
1293 | if (ctx->grid[y * ctx->w + x]) |
1294 | return -1; /* *bang* */ |
1295 | |
1296 | n = 0; |
1297 | for (i = -1; i <= +1; i++) { |
1298 | if (x + i < 0 || x + i >= ctx->w) |
1299 | continue; |
1300 | for (j = -1; j <= +1; j++) { |
1301 | if (y + j < 0 || y + j >= ctx->h) |
1302 | continue; |
1303 | if (i == 0 && j == 0) |
1304 | continue; |
1305 | if (ctx->grid[(y+j) * ctx->w + (x+i)]) |
1306 | n++; |
1307 | } |
1308 | } |
1309 | |
1310 | return n; |
1311 | } |
1312 | |
1313 | /* Structure used internally to mineperturb(). */ |
1314 | struct square { |
1315 | int x, y, type, random; |
1316 | }; |
1317 | static int squarecmp(const void *av, const void *bv) |
1318 | { |
1319 | const struct square *a = (const struct square *)av; |
1320 | const struct square *b = (const struct square *)bv; |
1321 | if (a->type < b->type) |
1322 | return -1; |
1323 | else if (a->type > b->type) |
1324 | return +1; |
1325 | else if (a->random < b->random) |
1326 | return -1; |
1327 | else if (a->random > b->random) |
1328 | return +1; |
1329 | else if (a->y < b->y) |
1330 | return -1; |
1331 | else if (a->y > b->y) |
1332 | return +1; |
1333 | else if (a->x < b->x) |
1334 | return -1; |
1335 | else if (a->x > b->x) |
1336 | return +1; |
1337 | return 0; |
1338 | } |
1339 | |
1340 | static struct perturbations *mineperturb(void *vctx, char *grid, |
1341 | int setx, int sety, int mask) |
1342 | { |
1343 | struct minectx *ctx = (struct minectx *)vctx; |
1344 | struct square *sqlist; |
1345 | int x, y, dx, dy, i, n, nfull, nempty; |
1346 | struct square *tofill[9], *toempty[9], **todo; |
1347 | int ntofill, ntoempty, ntodo, dtodo, dset; |
1348 | struct perturbations *ret; |
1349 | |
1350 | /* |
1351 | * Make a list of all the squares in the grid which we can |
1352 | * possibly use. This list should be in preference order, which |
1353 | * means |
1354 | * |
1355 | * - first, unknown squares on the boundary of known space |
1356 | * - next, unknown squares beyond that boundary |
1357 | * - as a very last resort, known squares, but not within one |
1358 | * square of the starting position. |
1359 | * |
1360 | * Each of these sections needs to be shuffled independently. |
1361 | * We do this by preparing list of all squares and then sorting |
1362 | * it with a random secondary key. |
1363 | */ |
1364 | sqlist = snewn(ctx->w * ctx->h, struct square); |
1365 | n = 0; |
1366 | for (y = 0; y < ctx->h; y++) |
1367 | for (x = 0; x < ctx->w; x++) { |
1368 | /* |
1369 | * If this square is too near the starting position, |
1370 | * don't put it on the list at all. |
1371 | */ |
1372 | if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1) |
1373 | continue; |
1374 | |
1375 | /* |
1376 | * If this square is in the input set, also don't put |
1377 | * it on the list! |
1378 | */ |
1379 | if (x >= setx && x < setx + 3 && |
1380 | y >= sety && y < sety + 3 && |
1381 | mask & (1 << ((y-sety)*3+(x-setx)))) |
1382 | continue; |
1383 | |
1384 | sqlist[n].x = x; |
1385 | sqlist[n].y = y; |
1386 | |
1387 | if (grid[y*ctx->w+x] != -2) { |
1388 | sqlist[n].type = 3; /* known square */ |
1389 | } else { |
1390 | /* |
1391 | * Unknown square. Examine everything around it and |
1392 | * see if it borders on any known squares. If it |
1393 | * does, it's class 1, otherwise it's 2. |
1394 | */ |
1395 | |
1396 | sqlist[n].type = 2; |
1397 | |
1398 | for (dy = -1; dy <= +1; dy++) |
1399 | for (dx = -1; dx <= +1; dx++) |
1400 | if (x+dx >= 0 && x+dx < ctx->w && |
1401 | y+dy >= 0 && y+dy < ctx->h && |
1402 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1403 | sqlist[n].type = 1; |
1404 | break; |
1405 | } |
1406 | } |
1407 | |
1408 | /* |
1409 | * Finally, a random number to cause qsort to |
1410 | * shuffle within each group. |
1411 | */ |
1412 | sqlist[n].random = random_bits(ctx->rs, 31); |
1413 | |
1414 | n++; |
1415 | } |
1416 | |
1417 | qsort(sqlist, n, sizeof(struct square), squarecmp); |
1418 | |
1419 | /* |
1420 | * Now count up the number of full and empty squares in the set |
1421 | * we've been provided. |
1422 | */ |
1423 | nfull = nempty = 0; |
1424 | for (dy = 0; dy < 3; dy++) |
1425 | for (dx = 0; dx < 3; dx++) |
1426 | if (mask & (1 << (dy*3+dx))) { |
1427 | assert(setx+dx <= ctx->w); |
1428 | assert(sety+dy <= ctx->h); |
1429 | if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) |
1430 | nfull++; |
1431 | else |
1432 | nempty++; |
1433 | } |
1434 | |
1435 | /* |
1436 | * Now go through our sorted list until we find either `nfull' |
1437 | * empty squares, or `nempty' full squares; these will be |
1438 | * swapped with the appropriate squares in the set to either |
1439 | * fill or empty the set while keeping the same number of mines |
1440 | * overall. |
1441 | */ |
1442 | ntofill = ntoempty = 0; |
1443 | for (i = 0; i < n; i++) { |
1444 | struct square *sq = &sqlist[i]; |
1445 | if (ctx->grid[sq->y * ctx->w + sq->x]) |
1446 | toempty[ntoempty++] = sq; |
1447 | else |
1448 | tofill[ntofill++] = sq; |
1449 | if (ntofill == nfull || ntoempty == nempty) |
1450 | break; |
1451 | } |
1452 | |
1453 | /* |
1454 | * If this didn't work at all, I think we just give up. |
1455 | */ |
1456 | if (ntofill != nfull && ntoempty != nempty) { |
1457 | sfree(sqlist); |
1458 | return NULL; |
1459 | } |
1460 | |
1461 | /* |
1462 | * Now we're pretty much there. We need to either |
1463 | * (a) put a mine in each of the empty squares in the set, and |
1464 | * take one out of each square in `toempty' |
1465 | * (b) take a mine out of each of the full squares in the set, |
1466 | * and put one in each square in `tofill' |
1467 | * depending on which one we've found enough squares to do. |
1468 | * |
1469 | * So we start by constructing our list of changes to return to |
1470 | * the solver, so that it can update its data structures |
1471 | * efficiently rather than having to rescan the whole grid. |
1472 | */ |
1473 | ret = snew(struct perturbations); |
1474 | if (ntofill == nfull) { |
1475 | todo = tofill; |
1476 | ntodo = ntofill; |
1477 | dtodo = +1; |
1478 | dset = -1; |
1479 | } else { |
1480 | todo = toempty; |
1481 | ntodo = ntoempty; |
1482 | dtodo = -1; |
1483 | dset = +1; |
1484 | } |
1485 | ret->n = 2 * ntodo; |
1486 | ret->changes = snewn(ret->n, struct perturbation); |
1487 | for (i = 0; i < ntodo; i++) { |
1488 | ret->changes[i].x = todo[i]->x; |
1489 | ret->changes[i].y = todo[i]->y; |
1490 | ret->changes[i].delta = dtodo; |
1491 | } |
1492 | /* now i == ntodo */ |
1493 | for (dy = 0; dy < 3; dy++) |
1494 | for (dx = 0; dx < 3; dx++) |
1495 | if (mask & (1 << (dy*3+dx))) { |
1496 | int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1); |
1497 | if (dset == -currval) { |
1498 | ret->changes[i].x = setx + dx; |
1499 | ret->changes[i].y = sety + dy; |
1500 | ret->changes[i].delta = dset; |
1501 | i++; |
1502 | } |
1503 | } |
1504 | assert(i == ret->n); |
1505 | |
1506 | sfree(sqlist); |
1507 | |
1508 | /* |
1509 | * Having set up the precise list of changes we're going to |
1510 | * make, we now simply make them and return. |
1511 | */ |
1512 | for (i = 0; i < ret->n; i++) { |
1513 | int delta; |
1514 | |
1515 | x = ret->changes[i].x; |
1516 | y = ret->changes[i].y; |
1517 | delta = ret->changes[i].delta; |
1518 | |
1519 | /* |
1520 | * Check we're not trying to add an existing mine or remove |
1521 | * an absent one. |
1522 | */ |
1523 | assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0)); |
1524 | |
1525 | /* |
1526 | * Actually make the change. |
1527 | */ |
1528 | ctx->grid[y*ctx->w+x] = (delta > 0); |
1529 | |
1530 | /* |
1531 | * Update any numbers already present in the grid. |
1532 | */ |
1533 | for (dy = -1; dy <= +1; dy++) |
1534 | for (dx = -1; dx <= +1; dx++) |
1535 | if (x+dx >= 0 && x+dx < ctx->w && |
1536 | y+dy >= 0 && y+dy < ctx->h && |
1537 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1538 | if (dx == 0 && dy == 0) { |
1539 | /* |
1540 | * The square itself is marked as known in |
1541 | * the grid. Mark it as a mine if it's a |
1542 | * mine, or else work out its number. |
1543 | */ |
1544 | if (delta > 0) { |
1545 | grid[y*ctx->w+x] = -1; |
1546 | } else { |
1547 | int dx2, dy2, minecount = 0; |
1548 | for (dy2 = -1; dy2 <= +1; dy2++) |
1549 | for (dx2 = -1; dx2 <= +1; dx2++) |
1550 | if (x+dx2 >= 0 && x+dx2 < ctx->w && |
1551 | y+dy2 >= 0 && y+dy2 < ctx->h && |
1552 | ctx->grid[(y+dy2)*ctx->w+(x+dx2)]) |
1553 | minecount++; |
1554 | grid[y*ctx->w+x] = minecount; |
1555 | } |
1556 | } else { |
1557 | if (grid[(y+dy)*ctx->w+(x+dx)] >= 0) |
1558 | grid[(y+dy)*ctx->w+(x+dx)] += delta; |
1559 | } |
1560 | } |
1561 | } |
1562 | |
1563 | #ifdef GENERATION_DIAGNOSTICS |
1564 | { |
1565 | int yy, xx; |
1566 | printf("grid after perturbing:\n"); |
1567 | for (yy = 0; yy < ctx->h; yy++) { |
1568 | for (xx = 0; xx < ctx->w; xx++) { |
1569 | int v = ctx->grid[yy*ctx->w+xx]; |
1570 | if (yy == ctx->sy && xx == ctx->sx) { |
1571 | assert(!v); |
1572 | putchar('S'); |
1573 | } else if (v) { |
1574 | putchar('*'); |
1575 | } else { |
1576 | putchar('-'); |
1577 | } |
1578 | } |
1579 | putchar('\n'); |
1580 | } |
1581 | printf("\n"); |
1582 | } |
1583 | #endif |
1584 | |
1585 | return ret; |
1586 | } |
1587 | |
1588 | static char *minegen(int w, int h, int n, int x, int y, int unique, |
1589 | random_state *rs) |
1590 | { |
1591 | char *ret = snewn(w*h, char); |
1592 | int success; |
1593 | |
1594 | do { |
1595 | success = FALSE; |
1596 | |
1597 | memset(ret, 0, w*h); |
1598 | |
1599 | /* |
1600 | * Start by placing n mines, none of which is at x,y or within |
1601 | * one square of it. |
1602 | */ |
1603 | { |
1604 | int *tmp = snewn(w*h, int); |
1605 | int i, j, k, nn; |
1606 | |
1607 | /* |
1608 | * Write down the list of possible mine locations. |
1609 | */ |
1610 | k = 0; |
1611 | for (i = 0; i < h; i++) |
1612 | for (j = 0; j < w; j++) |
1613 | if (abs(i - y) > 1 || abs(j - x) > 1) |
1614 | tmp[k++] = i*w+j; |
1615 | |
1616 | /* |
1617 | * Now pick n off the list at random. |
1618 | */ |
1619 | nn = n; |
1620 | while (nn-- > 0) { |
1621 | i = random_upto(rs, k); |
1622 | ret[tmp[i]] = 1; |
1623 | tmp[i] = tmp[--k]; |
1624 | } |
1625 | |
1626 | sfree(tmp); |
1627 | } |
1628 | |
1629 | #ifdef GENERATION_DIAGNOSTICS |
1630 | { |
1631 | int yy, xx; |
1632 | printf("grid after initial generation:\n"); |
1633 | for (yy = 0; yy < h; yy++) { |
1634 | for (xx = 0; xx < w; xx++) { |
1635 | int v = ret[yy*w+xx]; |
1636 | if (yy == y && xx == x) { |
1637 | assert(!v); |
1638 | putchar('S'); |
1639 | } else if (v) { |
1640 | putchar('*'); |
1641 | } else { |
1642 | putchar('-'); |
1643 | } |
1644 | } |
1645 | putchar('\n'); |
1646 | } |
1647 | printf("\n"); |
1648 | } |
1649 | #endif |
1650 | |
1651 | /* |
1652 | * Now set up a results grid to run the solver in, and a |
1653 | * context for the solver to open squares. Then run the solver |
1654 | * repeatedly; if the number of perturb steps ever goes up or |
1655 | * it ever returns -1, give up completely. |
1656 | * |
1657 | * We bypass this bit if we're not after a unique grid. |
1658 | */ |
1659 | if (unique) { |
1660 | char *solvegrid = snewn(w*h, char); |
1661 | struct minectx actx, *ctx = &actx; |
1662 | int solveret, prevret = -2; |
1663 | |
1664 | ctx->grid = ret; |
1665 | ctx->w = w; |
1666 | ctx->h = h; |
1667 | ctx->sx = x; |
1668 | ctx->sy = y; |
1669 | ctx->rs = rs; |
1670 | |
1671 | while (1) { |
1672 | memset(solvegrid, -2, w*h); |
1673 | solvegrid[y*w+x] = mineopen(ctx, x, y); |
1674 | assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */ |
1675 | |
1676 | solveret = |
1677 | minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs); |
1678 | if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) { |
1679 | success = FALSE; |
1680 | break; |
1681 | } else if (solveret == 0) { |
1682 | success = TRUE; |
1683 | break; |
1684 | } |
1685 | } |
1686 | |
1687 | sfree(solvegrid); |
1688 | } else { |
1689 | success = TRUE; |
1690 | } |
1691 | |
1692 | } while (!success); |
1693 | |
1694 | return ret; |
1695 | } |
1696 | |
1697 | /* |
1698 | * The Mines game descriptions contain the location of every mine, |
1699 | * and can therefore be used to cheat. |
1700 | * |
1701 | * It would be pointless to attempt to _prevent_ this form of |
1702 | * cheating by encrypting the description, since Mines is |
1703 | * open-source so anyone can find out the encryption key. However, |
1704 | * I think it is worth doing a bit of gentle obfuscation to prevent |
1705 | * _accidental_ spoilers: if you happened to note that the game ID |
1706 | * starts with an F, for example, you might be unable to put the |
1707 | * knowledge of those mines out of your mind while playing. So, |
1708 | * just as discussions of film endings are rot13ed to avoid |
1709 | * spoiling it for people who don't want to be told, we apply a |
1710 | * keyless, reversible, but visually completely obfuscatory masking |
1711 | * function to the mine bitmap. |
1712 | */ |
1713 | static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode) |
1714 | { |
1715 | int bytes, firsthalf, secondhalf; |
1716 | struct step { |
1717 | unsigned char *seedstart; |
1718 | int seedlen; |
1719 | unsigned char *targetstart; |
1720 | int targetlen; |
1721 | } steps[2]; |
1722 | int i, j; |
1723 | |
1724 | /* |
1725 | * My obfuscation algorithm is similar in concept to the OAEP |
1726 | * encoding used in some forms of RSA. Here's a specification |
1727 | * of it: |
1728 | * |
1729 | * + We have a `masking function' which constructs a stream of |
1730 | * pseudorandom bytes from a seed of some number of input |
1731 | * bytes. |
1732 | * |
1733 | * + We pad out our input bit stream to a whole number of |
1734 | * bytes by adding up to 7 zero bits on the end. (In fact |
1735 | * the bitmap passed as input to this function will already |
1736 | * have had this done in practice.) |
1737 | * |
1738 | * + We divide the _byte_ stream exactly in half, rounding the |
1739 | * half-way position _down_. So an 81-bit input string, for |
1740 | * example, rounds up to 88 bits or 11 bytes, and then |
1741 | * dividing by two gives 5 bytes in the first half and 6 in |
1742 | * the second half. |
1743 | * |
1744 | * + We generate a mask from the second half of the bytes, and |
1745 | * XOR it over the first half. |
1746 | * |
1747 | * + We generate a mask from the (encoded) first half of the |
1748 | * bytes, and XOR it over the second half. Any null bits at |
1749 | * the end which were added as padding are cleared back to |
1750 | * zero even if this operation would have made them nonzero. |
1751 | * |
1752 | * To de-obfuscate, the steps are precisely the same except |
1753 | * that the final two are reversed. |
1754 | * |
1755 | * Finally, our masking function. Given an input seed string of |
1756 | * bytes, the output mask consists of concatenating the SHA-1 |
1757 | * hashes of the seed string and successive decimal integers, |
1758 | * starting from 0. |
1759 | */ |
1760 | |
1761 | bytes = (bits + 7) / 8; |
1762 | firsthalf = bytes / 2; |
1763 | secondhalf = bytes - firsthalf; |
1764 | |
1765 | steps[decode ? 1 : 0].seedstart = bmp + firsthalf; |
1766 | steps[decode ? 1 : 0].seedlen = secondhalf; |
1767 | steps[decode ? 1 : 0].targetstart = bmp; |
1768 | steps[decode ? 1 : 0].targetlen = firsthalf; |
1769 | |
1770 | steps[decode ? 0 : 1].seedstart = bmp; |
1771 | steps[decode ? 0 : 1].seedlen = firsthalf; |
1772 | steps[decode ? 0 : 1].targetstart = bmp + firsthalf; |
1773 | steps[decode ? 0 : 1].targetlen = secondhalf; |
1774 | |
1775 | for (i = 0; i < 2; i++) { |
1776 | SHA_State base, final; |
1777 | unsigned char digest[20]; |
1778 | char numberbuf[80]; |
1779 | int digestpos = 20, counter = 0; |
1780 | |
1781 | SHA_Init(&base); |
1782 | SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen); |
1783 | |
1784 | for (j = 0; j < steps[i].targetlen; j++) { |
1785 | if (digestpos >= 20) { |
1786 | sprintf(numberbuf, "%d", counter++); |
1787 | final = base; |
1788 | SHA_Bytes(&final, numberbuf, strlen(numberbuf)); |
1789 | SHA_Final(&final, digest); |
1790 | digestpos = 0; |
1791 | } |
1792 | steps[i].targetstart[j] ^= digest[digestpos]++; |
1793 | } |
1794 | |
1795 | /* |
1796 | * Mask off the pad bits in the final byte after both steps. |
1797 | */ |
1798 | if (bits % 8) |
1799 | bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8)); |
1800 | } |
1801 | } |
1802 | |
c380832d |
1803 | static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, |
1804 | random_state *rs, char **game_desc) |
7959b517 |
1805 | { |
1806 | char *grid, *ret, *p; |
1807 | unsigned char *bmp; |
c380832d |
1808 | int i, area; |
7959b517 |
1809 | |
c380832d |
1810 | grid = minegen(w, h, n, x, y, unique, rs); |
7959b517 |
1811 | |
c380832d |
1812 | if (game_desc) { |
1813 | /* |
1814 | * Set up the mine bitmap and obfuscate it. |
1815 | */ |
1816 | area = w * h; |
1817 | bmp = snewn((area + 7) / 8, unsigned char); |
1818 | memset(bmp, 0, (area + 7) / 8); |
1819 | for (i = 0; i < area; i++) { |
1820 | if (grid[i]) |
1821 | bmp[i / 8] |= 0x80 >> (i % 8); |
1822 | } |
1823 | obfuscate_bitmap(bmp, area, FALSE); |
7959b517 |
1824 | |
c380832d |
1825 | /* |
1826 | * Now encode the resulting bitmap in hex. We can work to |
1827 | * nibble rather than byte granularity, since the obfuscation |
1828 | * function guarantees to return a bit string of the same |
1829 | * length as its input. |
1830 | */ |
1831 | ret = snewn((area+3)/4 + 100, char); |
1832 | p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */ |
1833 | for (i = 0; i < (area+3)/4; i++) { |
1834 | int v = bmp[i/2]; |
1835 | if (i % 2 == 0) |
1836 | v >>= 4; |
1837 | *p++ = "0123456789abcdef"[v & 0xF]; |
1838 | } |
1839 | *p = '\0'; |
7959b517 |
1840 | |
c380832d |
1841 | sfree(bmp); |
7959b517 |
1842 | |
c380832d |
1843 | *game_desc = ret; |
1844 | } |
7959b517 |
1845 | |
c380832d |
1846 | return grid; |
1847 | } |
1848 | |
1849 | static char *new_game_desc(game_params *params, random_state *rs, |
1850 | game_aux_info **aux) |
1851 | { |
1852 | #ifdef PREOPENED |
1853 | int x = random_upto(rs, params->w); |
1854 | int y = random_upto(rs, params->h); |
1855 | char *grid, *desc; |
1856 | |
1857 | grid = new_mine_layout(params->w, params->h, params->n, |
1858 | x, y, params->unique, rs); |
1859 | #else |
1860 | char *rsdesc, *desc; |
1861 | |
1862 | rsdesc = random_state_encode(rs); |
1863 | desc = snewn(strlen(rsdesc) + 100, char); |
1864 | sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc); |
1865 | sfree(rsdesc); |
1866 | return desc; |
1867 | #endif |
7959b517 |
1868 | } |
1869 | |
1870 | static void game_free_aux_info(game_aux_info *aux) |
1871 | { |
1872 | assert(!"Shouldn't happen"); |
1873 | } |
1874 | |
1875 | static char *validate_desc(game_params *params, char *desc) |
1876 | { |
1877 | int wh = params->w * params->h; |
1878 | int x, y; |
1879 | |
c380832d |
1880 | if (*desc == 'r') { |
1881 | if (!*desc || !isdigit((unsigned char)*desc)) |
1882 | return "No initial mine count in game description"; |
1883 | while (*desc && isdigit((unsigned char)*desc)) |
1884 | desc++; /* skip over mine count */ |
1885 | if (*desc != ',') |
1886 | return "No ',' after initial x-coordinate in game description"; |
7959b517 |
1887 | desc++; |
c380832d |
1888 | if (*desc != 'u' && *desc != 'a') |
1889 | return "No uniqueness specifier in game description"; |
1890 | desc++; |
1891 | if (*desc != ',') |
1892 | return "No ',' after uniqueness specifier in game description"; |
1893 | /* now ignore the rest */ |
1894 | } else { |
1895 | if (!*desc || !isdigit((unsigned char)*desc)) |
1896 | return "No initial x-coordinate in game description"; |
1897 | x = atoi(desc); |
1898 | if (x < 0 || x >= params->w) |
1899 | return "Initial x-coordinate was out of range"; |
1900 | while (*desc && isdigit((unsigned char)*desc)) |
1901 | desc++; /* skip over x coordinate */ |
1902 | if (*desc != ',') |
1903 | return "No ',' after initial x-coordinate in game description"; |
1904 | desc++; /* eat comma */ |
1905 | if (!*desc || !isdigit((unsigned char)*desc)) |
1906 | return "No initial y-coordinate in game description"; |
1907 | y = atoi(desc); |
1908 | if (y < 0 || y >= params->h) |
1909 | return "Initial y-coordinate was out of range"; |
1910 | while (*desc && isdigit((unsigned char)*desc)) |
1911 | desc++; /* skip over y coordinate */ |
1912 | if (*desc != ',') |
1913 | return "No ',' after initial y-coordinate in game description"; |
1914 | desc++; /* eat comma */ |
1915 | /* eat `m', meaning `masked', if present */ |
1916 | if (*desc == 'm') |
1917 | desc++; |
1918 | /* now just check length of remainder */ |
1919 | if (strlen(desc) != (wh+3)/4) |
1920 | return "Game description is wrong length"; |
1921 | } |
7959b517 |
1922 | |
1923 | return NULL; |
1924 | } |
1925 | |
1926 | static int open_square(game_state *state, int x, int y) |
1927 | { |
1928 | int w = state->w, h = state->h; |
1929 | int xx, yy, nmines, ncovered; |
1930 | |
c380832d |
1931 | if (!state->layout->mines) { |
1932 | /* |
1933 | * We have a preliminary game in which the mine layout |
1934 | * hasn't been generated yet. Generate it based on the |
1935 | * initial click location. |
1936 | */ |
1937 | char *desc; |
1938 | state->layout->mines = new_mine_layout(w, h, state->layout->n, |
1939 | x, y, state->layout->unique, |
1940 | state->layout->rs, |
1941 | &desc); |
1942 | midend_supersede_game_desc(state->layout->me, desc); |
1943 | sfree(desc); |
1944 | random_free(state->layout->rs); |
1945 | state->layout->rs = NULL; |
1946 | } |
1947 | |
1948 | if (state->layout->mines[y*w+x]) { |
7959b517 |
1949 | /* |
1950 | * The player has landed on a mine. Bad luck. Expose all |
1951 | * the mines. |
1952 | */ |
1953 | state->dead = TRUE; |
1954 | for (yy = 0; yy < h; yy++) |
1955 | for (xx = 0; xx < w; xx++) { |
c380832d |
1956 | if (state->layout->mines[yy*w+xx] && |
7959b517 |
1957 | (state->grid[yy*w+xx] == -2 || |
1958 | state->grid[yy*w+xx] == -3)) { |
1959 | state->grid[yy*w+xx] = 64; |
1960 | } |
c380832d |
1961 | if (!state->layout->mines[yy*w+xx] && |
7959b517 |
1962 | state->grid[yy*w+xx] == -1) { |
1963 | state->grid[yy*w+xx] = 66; |
1964 | } |
1965 | } |
1966 | state->grid[y*w+x] = 65; |
1967 | return -1; |
1968 | } |
1969 | |
1970 | /* |
1971 | * Otherwise, the player has opened a safe square. Mark it to-do. |
1972 | */ |
1973 | state->grid[y*w+x] = -10; /* `todo' value internal to this func */ |
1974 | |
1975 | /* |
1976 | * Now go through the grid finding all `todo' values and |
1977 | * opening them. Every time one of them turns out to have no |
1978 | * neighbouring mines, we add all its unopened neighbours to |
1979 | * the list as well. |
1980 | * |
1981 | * FIXME: We really ought to be able to do this better than |
1982 | * using repeated N^2 scans of the grid. |
1983 | */ |
1984 | while (1) { |
1985 | int done_something = FALSE; |
1986 | |
1987 | for (yy = 0; yy < h; yy++) |
1988 | for (xx = 0; xx < w; xx++) |
1989 | if (state->grid[yy*w+xx] == -10) { |
1990 | int dx, dy, v; |
1991 | |
c380832d |
1992 | assert(!state->layout->mines[yy*w+xx]); |
7959b517 |
1993 | |
1994 | v = 0; |
1995 | |
1996 | for (dx = -1; dx <= +1; dx++) |
1997 | for (dy = -1; dy <= +1; dy++) |
1998 | if (xx+dx >= 0 && xx+dx < state->w && |
1999 | yy+dy >= 0 && yy+dy < state->h && |
c380832d |
2000 | state->layout->mines[(yy+dy)*w+(xx+dx)]) |
7959b517 |
2001 | v++; |
2002 | |
2003 | state->grid[yy*w+xx] = v; |
2004 | |
2005 | if (v == 0) { |
2006 | for (dx = -1; dx <= +1; dx++) |
2007 | for (dy = -1; dy <= +1; dy++) |
2008 | if (xx+dx >= 0 && xx+dx < state->w && |
2009 | yy+dy >= 0 && yy+dy < state->h && |
2010 | state->grid[(yy+dy)*w+(xx+dx)] == -2) |
2011 | state->grid[(yy+dy)*w+(xx+dx)] = -10; |
2012 | } |
2013 | |
2014 | done_something = TRUE; |
2015 | } |
2016 | |
2017 | if (!done_something) |
2018 | break; |
2019 | } |
2020 | |
2021 | /* |
2022 | * Finally, scan the grid and see if exactly as many squares |
2023 | * are still covered as there are mines. If so, set the `won' |
2024 | * flag and fill in mine markers on all covered squares. |
2025 | */ |
2026 | nmines = ncovered = 0; |
2027 | for (yy = 0; yy < h; yy++) |
2028 | for (xx = 0; xx < w; xx++) { |
2029 | if (state->grid[yy*w+xx] < 0) |
2030 | ncovered++; |
c380832d |
2031 | if (state->layout->mines[yy*w+xx]) |
7959b517 |
2032 | nmines++; |
2033 | } |
2034 | assert(ncovered >= nmines); |
2035 | if (ncovered == nmines) { |
2036 | for (yy = 0; yy < h; yy++) |
2037 | for (xx = 0; xx < w; xx++) { |
2038 | if (state->grid[yy*w+xx] < 0) |
2039 | state->grid[yy*w+xx] = -1; |
2040 | } |
2041 | state->won = TRUE; |
2042 | } |
2043 | |
2044 | return 0; |
2045 | } |
2046 | |
c380832d |
2047 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
7959b517 |
2048 | { |
2049 | game_state *state = snew(game_state); |
2050 | int i, wh, x, y, ret, masked; |
2051 | unsigned char *bmp; |
2052 | |
2053 | state->w = params->w; |
2054 | state->h = params->h; |
2055 | state->n = params->n; |
2056 | state->dead = state->won = FALSE; |
2057 | |
2058 | wh = state->w * state->h; |
7959b517 |
2059 | |
c380832d |
2060 | state->layout = snew(struct mine_layout); |
2061 | state->layout->refcount = 1; |
2062 | |
2063 | state->grid = snewn(wh, char); |
2064 | memset(state->grid, -2, wh); |
2065 | |
2066 | if (*desc == 'r') { |
2067 | desc++; |
2068 | state->layout->n = atoi(desc); |
2069 | while (*desc && isdigit((unsigned char)*desc)) |
2070 | desc++; /* skip over mine count */ |
2071 | if (*desc) desc++; /* eat comma */ |
2072 | if (*desc == 'a') |
2073 | state->layout->unique = FALSE; |
7959b517 |
2074 | else |
c380832d |
2075 | state->layout->unique = TRUE; |
2076 | desc++; |
2077 | if (*desc) desc++; /* eat comma */ |
7959b517 |
2078 | |
c380832d |
2079 | state->layout->mines = NULL; |
2080 | state->layout->rs = random_state_decode(desc); |
2081 | state->layout->me = me; |
7959b517 |
2082 | |
c380832d |
2083 | } else { |
7959b517 |
2084 | |
c380832d |
2085 | state->layout->mines = snewn(wh, char); |
2086 | x = atoi(desc); |
2087 | while (*desc && isdigit((unsigned char)*desc)) |
2088 | desc++; /* skip over x coordinate */ |
2089 | if (*desc) desc++; /* eat comma */ |
2090 | y = atoi(desc); |
2091 | while (*desc && isdigit((unsigned char)*desc)) |
2092 | desc++; /* skip over y coordinate */ |
2093 | if (*desc) desc++; /* eat comma */ |
2094 | |
2095 | if (*desc == 'm') { |
2096 | masked = TRUE; |
2097 | desc++; |
2098 | } else { |
2099 | /* |
2100 | * We permit game IDs to be entered by hand without the |
2101 | * masking transformation. |
2102 | */ |
2103 | masked = FALSE; |
2104 | } |
7959b517 |
2105 | |
c380832d |
2106 | bmp = snewn((wh + 7) / 8, unsigned char); |
2107 | memset(bmp, 0, (wh + 7) / 8); |
2108 | for (i = 0; i < (wh+3)/4; i++) { |
2109 | int c = desc[i]; |
2110 | int v; |
2111 | |
2112 | assert(c != 0); /* validate_desc should have caught */ |
2113 | if (c >= '0' && c <= '9') |
2114 | v = c - '0'; |
2115 | else if (c >= 'a' && c <= 'f') |
2116 | v = c - 'a' + 10; |
2117 | else if (c >= 'A' && c <= 'F') |
2118 | v = c - 'A' + 10; |
2119 | else |
2120 | v = 0; |
2121 | |
2122 | bmp[i / 2] |= v << (4 * (1 - (i % 2))); |
2123 | } |
7959b517 |
2124 | |
c380832d |
2125 | if (masked) |
2126 | obfuscate_bitmap(bmp, wh, TRUE); |
2127 | |
2128 | memset(state->layout->mines, 0, wh); |
2129 | for (i = 0; i < wh; i++) { |
2130 | if (bmp[i / 8] & (0x80 >> (i % 8))) |
2131 | state->layout->mines[i] = 1; |
2132 | } |
2133 | |
2134 | ret = open_square(state, x, y); |
2135 | } |
7959b517 |
2136 | |
2137 | return state; |
2138 | } |
2139 | |
2140 | static game_state *dup_game(game_state *state) |
2141 | { |
2142 | game_state *ret = snew(game_state); |
2143 | |
2144 | ret->w = state->w; |
2145 | ret->h = state->h; |
2146 | ret->n = state->n; |
2147 | ret->dead = state->dead; |
2148 | ret->won = state->won; |
c380832d |
2149 | ret->layout = state->layout; |
2150 | ret->layout->refcount++; |
7959b517 |
2151 | ret->grid = snewn(ret->w * ret->h, char); |
2152 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
2153 | |
2154 | return ret; |
2155 | } |
2156 | |
2157 | static void free_game(game_state *state) |
2158 | { |
c380832d |
2159 | if (--state->layout->refcount <= 0) { |
2160 | sfree(state->layout->mines); |
2161 | if (state->layout->rs) |
2162 | random_free(state->layout->rs); |
2163 | sfree(state->layout); |
2164 | } |
7959b517 |
2165 | sfree(state->grid); |
2166 | sfree(state); |
2167 | } |
2168 | |
2169 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
2170 | char **error) |
2171 | { |
2172 | return NULL; |
2173 | } |
2174 | |
2175 | static char *game_text_format(game_state *state) |
2176 | { |
2177 | return NULL; |
2178 | } |
2179 | |
2180 | struct game_ui { |
2181 | int hx, hy, hradius; /* for mouse-down highlights */ |
2182 | int flash_is_death; |
2183 | }; |
2184 | |
2185 | static game_ui *new_ui(game_state *state) |
2186 | { |
2187 | game_ui *ui = snew(game_ui); |
2188 | ui->hx = ui->hy = -1; |
2189 | ui->hradius = 0; |
2190 | ui->flash_is_death = FALSE; /* *shrug* */ |
2191 | return ui; |
2192 | } |
2193 | |
2194 | static void free_ui(game_ui *ui) |
2195 | { |
2196 | sfree(ui); |
2197 | } |
2198 | |
2199 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
2200 | int button) |
2201 | { |
2202 | game_state *ret; |
2203 | int cx, cy; |
2204 | |
2205 | if (from->dead || from->won) |
2206 | return NULL; /* no further moves permitted */ |
2207 | |
2208 | if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && |
2209 | !IS_MOUSE_RELEASE(button)) |
2210 | return NULL; |
2211 | |
2212 | cx = FROMCOORD(x); |
2213 | cy = FROMCOORD(y); |
2214 | if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h) |
2215 | return NULL; |
2216 | |
2217 | if (button == LEFT_BUTTON || button == LEFT_DRAG) { |
2218 | /* |
2219 | * Mouse-downs and mouse-drags just cause highlighting |
2220 | * updates. |
2221 | */ |
2222 | ui->hx = cx; |
2223 | ui->hy = cy; |
2224 | ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0); |
2225 | return from; |
2226 | } |
2227 | |
2228 | if (button == RIGHT_BUTTON) { |
2229 | /* |
2230 | * Right-clicking only works on a covered square, and it |
2231 | * toggles between -1 (marked as mine) and -2 (not marked |
2232 | * as mine). |
2233 | * |
2234 | * FIXME: question marks. |
2235 | */ |
2236 | if (from->grid[cy * from->w + cx] != -2 && |
2237 | from->grid[cy * from->w + cx] != -1) |
2238 | return NULL; |
2239 | |
2240 | ret = dup_game(from); |
2241 | ret->grid[cy * from->w + cx] ^= (-2 ^ -1); |
2242 | |
2243 | return ret; |
2244 | } |
2245 | |
2246 | if (button == LEFT_RELEASE) { |
2247 | ui->hx = ui->hy = -1; |
2248 | ui->hradius = 0; |
2249 | |
2250 | /* |
2251 | * At this stage we must never return NULL: we have adjusted |
2252 | * the ui, so at worst we return `from'. |
2253 | */ |
2254 | |
2255 | /* |
2256 | * Left-clicking on a covered square opens a tile. Not |
2257 | * permitted if the tile is marked as a mine, for safety. |
2258 | * (Unmark it and _then_ open it.) |
2259 | */ |
2260 | if (from->grid[cy * from->w + cx] == -2 || |
2261 | from->grid[cy * from->w + cx] == -3) { |
2262 | ret = dup_game(from); |
2263 | open_square(ret, cx, cy); |
2264 | return ret; |
2265 | } |
2266 | |
2267 | /* |
2268 | * Left-clicking on an uncovered tile: first we check to see if |
2269 | * the number of mine markers surrounding the tile is equal to |
2270 | * its mine count, and if so then we open all other surrounding |
2271 | * squares. |
2272 | */ |
2273 | if (from->grid[cy * from->w + cx] > 0) { |
2274 | int dy, dx, n; |
2275 | |
2276 | /* Count mine markers. */ |
2277 | n = 0; |
2278 | for (dy = -1; dy <= +1; dy++) |
2279 | for (dx = -1; dx <= +1; dx++) |
2280 | if (cx+dx >= 0 && cx+dx < from->w && |
2281 | cy+dy >= 0 && cy+dy < from->h) { |
2282 | if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1) |
2283 | n++; |
2284 | } |
2285 | |
2286 | if (n == from->grid[cy * from->w + cx]) { |
2287 | ret = dup_game(from); |
2288 | for (dy = -1; dy <= +1; dy++) |
2289 | for (dx = -1; dx <= +1; dx++) |
2290 | if (cx+dx >= 0 && cx+dx < ret->w && |
2291 | cy+dy >= 0 && cy+dy < ret->h && |
2292 | (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 || |
2293 | ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3)) |
2294 | open_square(ret, cx+dx, cy+dy); |
2295 | return ret; |
2296 | } |
2297 | } |
2298 | |
2299 | return from; |
2300 | } |
2301 | |
2302 | return NULL; |
2303 | } |
2304 | |
2305 | /* ---------------------------------------------------------------------- |
2306 | * Drawing routines. |
2307 | */ |
2308 | |
2309 | struct game_drawstate { |
2310 | int w, h, started; |
2311 | char *grid; |
2312 | /* |
2313 | * Items in this `grid' array have all the same values as in |
2314 | * the game_state grid, and in addition: |
2315 | * |
2316 | * - -10 means the tile was drawn `specially' as a result of a |
2317 | * flash, so it will always need redrawing. |
2318 | * |
2319 | * - -22 and -23 mean the tile is highlighted for a possible |
2320 | * click. |
2321 | */ |
2322 | }; |
2323 | |
2324 | static void game_size(game_params *params, int *x, int *y) |
2325 | { |
2326 | *x = BORDER * 2 + TILE_SIZE * params->w; |
2327 | *y = BORDER * 2 + TILE_SIZE * params->h; |
2328 | } |
2329 | |
2330 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2331 | { |
2332 | float *ret = snewn(3 * NCOLOURS, float); |
2333 | |
2334 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2335 | |
2336 | ret[COL_1 * 3 + 0] = 0.0F; |
2337 | ret[COL_1 * 3 + 1] = 0.0F; |
2338 | ret[COL_1 * 3 + 2] = 1.0F; |
2339 | |
2340 | ret[COL_2 * 3 + 0] = 0.0F; |
2341 | ret[COL_2 * 3 + 1] = 0.5F; |
2342 | ret[COL_2 * 3 + 2] = 0.0F; |
2343 | |
2344 | ret[COL_3 * 3 + 0] = 1.0F; |
2345 | ret[COL_3 * 3 + 1] = 0.0F; |
2346 | ret[COL_3 * 3 + 2] = 0.0F; |
2347 | |
2348 | ret[COL_4 * 3 + 0] = 0.0F; |
2349 | ret[COL_4 * 3 + 1] = 0.0F; |
2350 | ret[COL_4 * 3 + 2] = 0.5F; |
2351 | |
2352 | ret[COL_5 * 3 + 0] = 0.5F; |
2353 | ret[COL_5 * 3 + 1] = 0.0F; |
2354 | ret[COL_5 * 3 + 2] = 0.0F; |
2355 | |
2356 | ret[COL_6 * 3 + 0] = 0.0F; |
2357 | ret[COL_6 * 3 + 1] = 0.5F; |
2358 | ret[COL_6 * 3 + 2] = 0.5F; |
2359 | |
2360 | ret[COL_7 * 3 + 0] = 0.0F; |
2361 | ret[COL_7 * 3 + 1] = 0.0F; |
2362 | ret[COL_7 * 3 + 2] = 0.0F; |
2363 | |
2364 | ret[COL_8 * 3 + 0] = 0.5F; |
2365 | ret[COL_8 * 3 + 1] = 0.5F; |
2366 | ret[COL_8 * 3 + 2] = 0.5F; |
2367 | |
2368 | ret[COL_MINE * 3 + 0] = 0.0F; |
2369 | ret[COL_MINE * 3 + 1] = 0.0F; |
2370 | ret[COL_MINE * 3 + 2] = 0.0F; |
2371 | |
2372 | ret[COL_BANG * 3 + 0] = 1.0F; |
2373 | ret[COL_BANG * 3 + 1] = 0.0F; |
2374 | ret[COL_BANG * 3 + 2] = 0.0F; |
2375 | |
2376 | ret[COL_CROSS * 3 + 0] = 1.0F; |
2377 | ret[COL_CROSS * 3 + 1] = 0.0F; |
2378 | ret[COL_CROSS * 3 + 2] = 0.0F; |
2379 | |
2380 | ret[COL_FLAG * 3 + 0] = 1.0F; |
2381 | ret[COL_FLAG * 3 + 1] = 0.0F; |
2382 | ret[COL_FLAG * 3 + 2] = 0.0F; |
2383 | |
2384 | ret[COL_FLAGBASE * 3 + 0] = 0.0F; |
2385 | ret[COL_FLAGBASE * 3 + 1] = 0.0F; |
2386 | ret[COL_FLAGBASE * 3 + 2] = 0.0F; |
2387 | |
2388 | ret[COL_QUERY * 3 + 0] = 0.0F; |
2389 | ret[COL_QUERY * 3 + 1] = 0.0F; |
2390 | ret[COL_QUERY * 3 + 2] = 0.0F; |
2391 | |
2392 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
2393 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
2394 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
2395 | |
2396 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; |
2397 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; |
2398 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; |
2399 | |
2400 | *ncolours = NCOLOURS; |
2401 | return ret; |
2402 | } |
2403 | |
2404 | static game_drawstate *game_new_drawstate(game_state *state) |
2405 | { |
2406 | struct game_drawstate *ds = snew(struct game_drawstate); |
2407 | |
2408 | ds->w = state->w; |
2409 | ds->h = state->h; |
2410 | ds->started = FALSE; |
2411 | ds->grid = snewn(ds->w * ds->h, char); |
2412 | |
2413 | memset(ds->grid, -99, ds->w * ds->h); |
2414 | |
2415 | return ds; |
2416 | } |
2417 | |
2418 | static void game_free_drawstate(game_drawstate *ds) |
2419 | { |
2420 | sfree(ds->grid); |
2421 | sfree(ds); |
2422 | } |
2423 | |
2424 | static void draw_tile(frontend *fe, int x, int y, int v, int bg) |
2425 | { |
2426 | if (v < 0) { |
2427 | int coords[12]; |
2428 | int hl = 0; |
2429 | |
2430 | if (v == -22 || v == -23) { |
2431 | v += 20; |
2432 | |
2433 | /* |
2434 | * Omit the highlights in this case. |
2435 | */ |
2436 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, bg); |
2437 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2438 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2439 | } else { |
2440 | /* |
2441 | * Draw highlights to indicate the square is covered. |
2442 | */ |
2443 | coords[0] = x + TILE_SIZE - 1; |
2444 | coords[1] = y + TILE_SIZE - 1; |
2445 | coords[2] = x + TILE_SIZE - 1; |
2446 | coords[3] = y; |
2447 | coords[4] = x; |
2448 | coords[5] = y + TILE_SIZE - 1; |
2449 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl); |
2450 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl); |
2451 | |
2452 | coords[0] = x; |
2453 | coords[1] = y; |
2454 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl); |
2455 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl); |
2456 | |
2457 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
2458 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
2459 | bg); |
2460 | } |
2461 | |
2462 | if (v == -1) { |
2463 | /* |
2464 | * Draw a flag. |
2465 | */ |
2466 | #define SETCOORD(n, dx, dy) do { \ |
2467 | coords[(n)*2+0] = x + TILE_SIZE * (dx); \ |
2468 | coords[(n)*2+1] = y + TILE_SIZE * (dy); \ |
2469 | } while (0) |
2470 | SETCOORD(0, 0.6, 0.35); |
2471 | SETCOORD(1, 0.6, 0.7); |
2472 | SETCOORD(2, 0.8, 0.8); |
2473 | SETCOORD(3, 0.25, 0.8); |
2474 | SETCOORD(4, 0.55, 0.7); |
2475 | SETCOORD(5, 0.55, 0.35); |
2476 | draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE); |
2477 | draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE); |
2478 | |
2479 | SETCOORD(0, 0.6, 0.2); |
2480 | SETCOORD(1, 0.6, 0.5); |
2481 | SETCOORD(2, 0.2, 0.35); |
2482 | draw_polygon(fe, coords, 3, TRUE, COL_FLAG); |
2483 | draw_polygon(fe, coords, 3, FALSE, COL_FLAG); |
2484 | #undef SETCOORD |
2485 | |
2486 | } else if (v == -3) { |
2487 | /* |
2488 | * Draw a question mark. |
2489 | */ |
2490 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2491 | FONT_VARIABLE, TILE_SIZE * 6 / 8, |
2492 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2493 | COL_QUERY, "?"); |
2494 | } |
2495 | } else { |
2496 | /* |
2497 | * Clear the square to the background colour, and draw thin |
2498 | * grid lines along the top and left. |
2499 | * |
2500 | * Exception is that for value 65 (mine we've just trodden |
2501 | * on), we clear the square to COL_BANG. |
2502 | */ |
2503 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
2504 | (v == 65 ? COL_BANG : bg)); |
2505 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2506 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2507 | |
2508 | if (v > 0 && v <= 8) { |
2509 | /* |
2510 | * Mark a number. |
2511 | */ |
2512 | char str[2]; |
2513 | str[0] = v + '0'; |
2514 | str[1] = '\0'; |
2515 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2516 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2517 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2518 | (COL_1 - 1) + v, str); |
2519 | |
2520 | } else if (v >= 64) { |
2521 | /* |
2522 | * Mark a mine. |
2523 | * |
2524 | * FIXME: this could be done better! |
2525 | */ |
2526 | #if 0 |
2527 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2528 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2529 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2530 | COL_MINE, "*"); |
2531 | #else |
2532 | { |
2533 | int cx = x + TILE_SIZE / 2; |
2534 | int cy = y + TILE_SIZE / 2; |
2535 | int r = TILE_SIZE / 2 - 3; |
2536 | int coords[4*5*2]; |
2537 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
2538 | int tdx, tdy, i; |
2539 | |
2540 | for (i = 0; i < 4*5*2; i += 5*2) { |
2541 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
2542 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
2543 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
2544 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
2545 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
2546 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
2547 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
2548 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
2549 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
2550 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
2551 | |
2552 | tdx = ydx; |
2553 | tdy = ydy; |
2554 | ydx = xdx; |
2555 | ydy = xdy; |
2556 | xdx = -tdx; |
2557 | xdy = -tdy; |
2558 | } |
2559 | |
2560 | draw_polygon(fe, coords, 5*4, TRUE, COL_MINE); |
2561 | draw_polygon(fe, coords, 5*4, FALSE, COL_MINE); |
2562 | |
2563 | draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
2564 | } |
2565 | #endif |
2566 | |
2567 | if (v == 66) { |
2568 | /* |
2569 | * Cross through the mine. |
2570 | */ |
2571 | int dx; |
2572 | for (dx = -1; dx <= +1; dx++) { |
2573 | draw_line(fe, x + 3 + dx, y + 2, |
2574 | x + TILE_SIZE - 3 + dx, |
2575 | y + TILE_SIZE - 2, COL_CROSS); |
2576 | draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2, |
2577 | x + 3 + dx, y + TILE_SIZE - 2, |
2578 | COL_CROSS); |
2579 | } |
2580 | } |
2581 | } |
2582 | } |
2583 | |
2584 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
2585 | } |
2586 | |
2587 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
2588 | game_state *state, int dir, game_ui *ui, |
2589 | float animtime, float flashtime) |
2590 | { |
2591 | int x, y; |
2592 | int mines, markers, bg; |
2593 | |
2594 | if (flashtime) { |
2595 | int frame = (flashtime / FLASH_FRAME); |
2596 | if (frame % 2) |
2597 | bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); |
2598 | else |
2599 | bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT); |
2600 | } else |
2601 | bg = COL_BACKGROUND; |
2602 | |
2603 | if (!ds->started) { |
2604 | int coords[6]; |
2605 | |
2606 | draw_rect(fe, 0, 0, |
2607 | TILE_SIZE * state->w + 2 * BORDER, |
2608 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
2609 | draw_update(fe, 0, 0, |
2610 | TILE_SIZE * state->w + 2 * BORDER, |
2611 | TILE_SIZE * state->h + 2 * BORDER); |
2612 | |
2613 | /* |
2614 | * Recessed area containing the whole puzzle. |
2615 | */ |
2616 | coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2617 | coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2618 | coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2619 | coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2620 | coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2621 | coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2622 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
2623 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
2624 | |
2625 | coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2626 | coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2627 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
2628 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
2629 | |
2630 | ds->started = TRUE; |
2631 | } |
2632 | |
2633 | /* |
2634 | * Now draw the tiles. Also in this loop, count up the number |
2635 | * of mines and mine markers. |
2636 | */ |
2637 | mines = markers = 0; |
2638 | for (y = 0; y < ds->h; y++) |
2639 | for (x = 0; x < ds->w; x++) { |
2640 | int v = state->grid[y*ds->w+x]; |
2641 | |
2642 | if (v == -1) |
2643 | markers++; |
c380832d |
2644 | if (state->layout->mines && state->layout->mines[y*ds->w+x]) |
7959b517 |
2645 | mines++; |
2646 | |
2647 | if ((v == -2 || v == -3) && |
2648 | (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) |
2649 | v -= 20; |
2650 | |
2651 | if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { |
2652 | draw_tile(fe, COORD(x), COORD(y), v, bg); |
2653 | ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); |
2654 | } |
2655 | } |
2656 | |
c380832d |
2657 | if (!state->layout->mines) |
2658 | mines = state->layout->n; |
2659 | |
7959b517 |
2660 | /* |
2661 | * Update the status bar. |
2662 | */ |
2663 | { |
2664 | char statusbar[512]; |
2665 | if (state->dead) { |
2666 | sprintf(statusbar, "GAME OVER!"); |
2667 | } else if (state->won) { |
2668 | sprintf(statusbar, "COMPLETED!"); |
2669 | } else { |
2670 | sprintf(statusbar, "Mines marked: %d / %d", markers, mines); |
2671 | } |
2672 | status_bar(fe, statusbar); |
2673 | } |
2674 | } |
2675 | |
2676 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2677 | int dir, game_ui *ui) |
2678 | { |
2679 | return 0.0F; |
2680 | } |
2681 | |
2682 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2683 | int dir, game_ui *ui) |
2684 | { |
2685 | if (dir > 0 && !oldstate->dead && !oldstate->won) { |
2686 | if (newstate->dead) { |
2687 | ui->flash_is_death = TRUE; |
2688 | return 3 * FLASH_FRAME; |
2689 | } |
2690 | if (newstate->won) { |
2691 | ui->flash_is_death = FALSE; |
2692 | return 2 * FLASH_FRAME; |
2693 | } |
2694 | } |
2695 | return 0.0F; |
2696 | } |
2697 | |
2698 | static int game_wants_statusbar(void) |
2699 | { |
2700 | return TRUE; |
2701 | } |
2702 | |
48dcdd62 |
2703 | static int game_timing_state(game_state *state) |
2704 | { |
2705 | if (state->dead || state->won || !state->layout->mines) |
2706 | return FALSE; |
2707 | return TRUE; |
2708 | } |
2709 | |
7959b517 |
2710 | #ifdef COMBINED |
2711 | #define thegame mines |
2712 | #endif |
2713 | |
2714 | const struct game thegame = { |
2715 | "Mines", "games.mines", |
2716 | default_params, |
2717 | game_fetch_preset, |
2718 | decode_params, |
2719 | encode_params, |
2720 | free_params, |
2721 | dup_params, |
2722 | TRUE, game_configure, custom_params, |
2723 | validate_params, |
2724 | new_game_desc, |
2725 | game_free_aux_info, |
2726 | validate_desc, |
2727 | new_game, |
2728 | dup_game, |
2729 | free_game, |
2730 | FALSE, solve_game, |
2731 | FALSE, game_text_format, |
2732 | new_ui, |
2733 | free_ui, |
2734 | make_move, |
2735 | game_size, |
2736 | game_colours, |
2737 | game_new_drawstate, |
2738 | game_free_drawstate, |
2739 | game_redraw, |
2740 | game_anim_length, |
2741 | game_flash_length, |
2742 | game_wants_statusbar, |
48dcdd62 |
2743 | TRUE, game_timing_state, |
7959b517 |
2744 | }; |