Cleanup: remove the game_state parameter to game_colours(). No game
[sgt/puzzles] / mines.c
CommitLineData
7959b517 1/*
2 * mines.c: Minesweeper clone with sophisticated grid generation.
3 *
4 * Still TODO:
7959b517 5 *
a174a940 6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
7959b517 8 */
9
10#include <stdio.h>
11#include <stdlib.h>
12#include <string.h>
13#include <assert.h>
14#include <ctype.h>
15#include <math.h>
16
17#include "tree234.h"
18#include "puzzles.h"
19
20enum {
87871cf1 21 COL_BACKGROUND, COL_BACKGROUND2,
7959b517 22 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
23 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
24 COL_HIGHLIGHT, COL_LOWLIGHT,
25 NCOLOURS
26};
27
1e3e152d 28#define PREFERRED_TILE_SIZE 20
29#define TILE_SIZE (ds->tilesize)
7959b517 30#define BORDER (TILE_SIZE * 3 / 2)
1e3e152d 31#define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
32#define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
7959b517 33#define COORD(x) ( (x) * TILE_SIZE + BORDER )
34#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
35
36#define FLASH_FRAME 0.13F
37
38struct game_params {
39 int w, h, n;
40 int unique;
41};
42
c380832d 43struct mine_layout {
44 /*
45 * This structure is shared between all the game_states for a
46 * given instance of the puzzle, so we reference-count it.
47 */
48 int refcount;
49 char *mines;
50 /*
51 * If we haven't yet actually generated the mine layout, here's
52 * all the data we will need to do so.
53 */
54 int n, unique;
55 random_state *rs;
dafd6cf6 56 midend *me; /* to give back the new game desc */
c380832d 57};
58
7959b517 59struct game_state {
60 int w, h, n, dead, won;
dfc39b12 61 int used_solve, just_used_solve;
c380832d 62 struct mine_layout *layout; /* real mine positions */
27a79972 63 signed char *grid; /* player knowledge */
7959b517 64 /*
65 * Each item in the `grid' array is one of the following values:
66 *
67 * - 0 to 8 mean the square is open and has a surrounding mine
68 * count.
69 *
70 * - -1 means the square is marked as a mine.
71 *
72 * - -2 means the square is unknown.
73 *
74 * - -3 means the square is marked with a question mark
75 * (FIXME: do we even want to bother with this?).
76 *
77 * - 64 means the square has had a mine revealed when the game
78 * was lost.
79 *
80 * - 65 means the square had a mine revealed and this was the
81 * one the player hits.
82 *
83 * - 66 means the square has a crossed-out mine because the
84 * player had incorrectly marked it.
85 */
86};
87
88static game_params *default_params(void)
89{
90 game_params *ret = snew(game_params);
91
92 ret->w = ret->h = 9;
93 ret->n = 10;
94 ret->unique = TRUE;
95
96 return ret;
97}
98
ab53eb64 99static const struct game_params mines_presets[] = {
100 {9, 9, 10, TRUE},
92d5b709 101 {9, 9, 35, TRUE},
ab53eb64 102 {16, 16, 40, TRUE},
92d5b709 103 {16, 16, 99, TRUE},
ab53eb64 104 {30, 16, 99, TRUE},
92d5b709 105 {30, 16, 170, TRUE},
ab53eb64 106};
107
7959b517 108static int game_fetch_preset(int i, char **name, game_params **params)
109{
110 game_params *ret;
111 char str[80];
7959b517 112
ab53eb64 113 if (i < 0 || i >= lenof(mines_presets))
7959b517 114 return FALSE;
115
116 ret = snew(game_params);
ab53eb64 117 *ret = mines_presets[i];
7959b517 118
119 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
120
121 *name = dupstr(str);
122 *params = ret;
123 return TRUE;
124}
125
126static void free_params(game_params *params)
127{
128 sfree(params);
129}
130
131static game_params *dup_params(game_params *params)
132{
133 game_params *ret = snew(game_params);
134 *ret = *params; /* structure copy */
135 return ret;
136}
137
138static void decode_params(game_params *params, char const *string)
139{
140 char const *p = string;
141
142 params->w = atoi(p);
143 while (*p && isdigit((unsigned char)*p)) p++;
144 if (*p == 'x') {
145 p++;
146 params->h = atoi(p);
147 while (*p && isdigit((unsigned char)*p)) p++;
148 } else {
149 params->h = params->w;
150 }
151 if (*p == 'n') {
152 p++;
153 params->n = atoi(p);
154 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
155 } else {
156 params->n = params->w * params->h / 10;
157 }
158
159 while (*p) {
160 if (*p == 'a') {
161 p++;
162 params->unique = FALSE;
163 } else
164 p++; /* skip any other gunk */
165 }
166}
167
168static char *encode_params(game_params *params, int full)
169{
170 char ret[400];
171 int len;
172
173 len = sprintf(ret, "%dx%d", params->w, params->h);
174 /*
175 * Mine count is a generation-time parameter, since it can be
176 * deduced from the mine bitmap!
177 */
178 if (full)
179 len += sprintf(ret+len, "n%d", params->n);
180 if (full && !params->unique)
181 ret[len++] = 'a';
182 assert(len < lenof(ret));
183 ret[len] = '\0';
184
185 return dupstr(ret);
186}
187
188static config_item *game_configure(game_params *params)
189{
190 config_item *ret;
191 char buf[80];
192
193 ret = snewn(5, config_item);
194
195 ret[0].name = "Width";
196 ret[0].type = C_STRING;
197 sprintf(buf, "%d", params->w);
198 ret[0].sval = dupstr(buf);
199 ret[0].ival = 0;
200
201 ret[1].name = "Height";
202 ret[1].type = C_STRING;
203 sprintf(buf, "%d", params->h);
204 ret[1].sval = dupstr(buf);
205 ret[1].ival = 0;
206
207 ret[2].name = "Mines";
208 ret[2].type = C_STRING;
209 sprintf(buf, "%d", params->n);
210 ret[2].sval = dupstr(buf);
211 ret[2].ival = 0;
212
213 ret[3].name = "Ensure solubility";
214 ret[3].type = C_BOOLEAN;
215 ret[3].sval = NULL;
216 ret[3].ival = params->unique;
217
218 ret[4].name = NULL;
219 ret[4].type = C_END;
220 ret[4].sval = NULL;
221 ret[4].ival = 0;
222
223 return ret;
224}
225
226static game_params *custom_params(config_item *cfg)
227{
228 game_params *ret = snew(game_params);
229
230 ret->w = atoi(cfg[0].sval);
231 ret->h = atoi(cfg[1].sval);
232 ret->n = atoi(cfg[2].sval);
08781119 233 if (strchr(cfg[2].sval, '%'))
234 ret->n = ret->n * (ret->w * ret->h) / 100;
7959b517 235 ret->unique = cfg[3].ival;
236
237 return ret;
238}
239
3ff276f2 240static char *validate_params(game_params *params, int full)
7959b517 241{
98efcdb9 242 /*
243 * Lower limit on grid size: each dimension must be at least 3.
244 * 1 is theoretically workable if rather boring, but 2 is a
245 * real problem: there is often _no_ way to generate a uniquely
246 * solvable 2xn Mines grid. You either run into two mines
247 * blocking the way and no idea what's behind them, or one mine
248 * and no way to know which of the two rows it's in. If the
249 * mine count is even you can create a soluble grid by packing
250 * all the mines at one end (so what when you hit a two-mine
251 * wall there are only as many covered squares left as there
252 * are mines); but if it's odd, you are doomed, because you
253 * _have_ to have a gap somewhere which you can't determine the
254 * position of.
255 */
3ff276f2 256 if (full && params->unique && (params->w <= 2 || params->h <= 2))
98efcdb9 257 return "Width and height must both be greater than two";
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 */
3199a01b 278static int bitcount16(int inword)
7959b517 279{
3199a01b 280 unsigned int word = inword;
281
7959b517 282 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
283 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
284 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
285 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
286
3199a01b 287 return (int)word;
7959b517 288}
289
290/*
291 * We use a tree234 to store a large number of small localised
292 * sets, each with a mine count. We also keep some of those sets
293 * linked together into a to-do list.
294 */
295struct set {
296 short x, y, mask, mines;
297 int todo;
298 struct set *prev, *next;
299};
300
301static int setcmp(void *av, void *bv)
302{
303 struct set *a = (struct set *)av;
304 struct set *b = (struct set *)bv;
305
306 if (a->y < b->y)
307 return -1;
308 else if (a->y > b->y)
309 return +1;
310 else if (a->x < b->x)
311 return -1;
312 else if (a->x > b->x)
313 return +1;
314 else if (a->mask < b->mask)
315 return -1;
316 else if (a->mask > b->mask)
317 return +1;
318 else
319 return 0;
320}
321
322struct setstore {
323 tree234 *sets;
324 struct set *todo_head, *todo_tail;
325};
326
327static struct setstore *ss_new(void)
328{
329 struct setstore *ss = snew(struct setstore);
330 ss->sets = newtree234(setcmp);
331 ss->todo_head = ss->todo_tail = NULL;
332 return ss;
333}
334
335/*
336 * Take two input sets, in the form (x,y,mask). Munge the first by
337 * taking either its intersection with the second or its difference
338 * with the second. Return the new mask part of the first set.
339 */
340static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
341 int diff)
342{
343 /*
344 * Adjust the second set so that it has the same x,y
345 * coordinates as the first.
346 */
347 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
348 mask2 = 0;
349 } else {
350 while (x2 > x1) {
351 mask2 &= ~(4|32|256);
352 mask2 <<= 1;
353 x2--;
354 }
355 while (x2 < x1) {
356 mask2 &= ~(1|8|64);
357 mask2 >>= 1;
358 x2++;
359 }
360 while (y2 > y1) {
361 mask2 &= ~(64|128|256);
362 mask2 <<= 3;
363 y2--;
364 }
365 while (y2 < y1) {
366 mask2 &= ~(1|2|4);
367 mask2 >>= 3;
368 y2++;
369 }
370 }
371
372 /*
373 * Invert the second set if `diff' is set (we're after A &~ B
374 * rather than A & B).
375 */
376 if (diff)
377 mask2 ^= 511;
378
379 /*
380 * Now all that's left is a logical AND.
381 */
382 return mask1 & mask2;
383}
384
385static void ss_add_todo(struct setstore *ss, struct set *s)
386{
387 if (s->todo)
388 return; /* already on it */
389
390#ifdef SOLVER_DIAGNOSTICS
391 printf("adding set on todo list: %d,%d %03x %d\n",
392 s->x, s->y, s->mask, s->mines);
393#endif
394
395 s->prev = ss->todo_tail;
396 if (s->prev)
397 s->prev->next = s;
398 else
399 ss->todo_head = s;
400 ss->todo_tail = s;
401 s->next = NULL;
402 s->todo = TRUE;
403}
404
405static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
406{
407 struct set *s;
408
409 assert(mask != 0);
410
411 /*
412 * Normalise so that x and y are genuinely the bounding
413 * rectangle.
414 */
415 while (!(mask & (1|8|64)))
416 mask >>= 1, x++;
417 while (!(mask & (1|2|4)))
418 mask >>= 3, y++;
419
420 /*
421 * Create a set structure and add it to the tree.
422 */
423 s = snew(struct set);
424 s->x = x;
425 s->y = y;
426 s->mask = mask;
427 s->mines = mines;
428 s->todo = FALSE;
429 if (add234(ss->sets, s) != s) {
430 /*
431 * This set already existed! Free it and return.
432 */
433 sfree(s);
434 return;
435 }
436
437 /*
438 * We've added a new set to the tree, so put it on the todo
439 * list.
440 */
441 ss_add_todo(ss, s);
442}
443
444static void ss_remove(struct setstore *ss, struct set *s)
445{
446 struct set *next = s->next, *prev = s->prev;
447
448#ifdef SOLVER_DIAGNOSTICS
449 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
450#endif
451 /*
452 * Remove s from the todo list.
453 */
454 if (prev)
455 prev->next = next;
456 else if (s == ss->todo_head)
457 ss->todo_head = next;
458
459 if (next)
460 next->prev = prev;
461 else if (s == ss->todo_tail)
462 ss->todo_tail = prev;
463
464 s->todo = FALSE;
465
466 /*
467 * Remove s from the tree.
468 */
469 del234(ss->sets, s);
470
471 /*
472 * Destroy the actual set structure.
473 */
474 sfree(s);
475}
476
477/*
478 * Return a dynamically allocated list of all the sets which
479 * overlap a provided input set.
480 */
481static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
482{
483 struct set **ret = NULL;
484 int nret = 0, retsize = 0;
485 int xx, yy;
486
487 for (xx = x-3; xx < x+3; xx++)
488 for (yy = y-3; yy < y+3; yy++) {
489 struct set stmp, *s;
490 int pos;
491
492 /*
493 * Find the first set with these top left coordinates.
494 */
495 stmp.x = xx;
496 stmp.y = yy;
497 stmp.mask = 0;
498
499 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
500 while ((s = index234(ss->sets, pos)) != NULL &&
501 s->x == xx && s->y == yy) {
502 /*
503 * This set potentially overlaps the input one.
504 * Compute the intersection to see if they
505 * really overlap, and add it to the list if
506 * so.
507 */
508 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
509 /*
510 * There's an overlap.
511 */
512 if (nret >= retsize) {
513 retsize = nret + 32;
514 ret = sresize(ret, retsize, struct set *);
515 }
516 ret[nret++] = s;
517 }
518
519 pos++;
520 }
521 }
522 }
523
524 ret = sresize(ret, nret+1, struct set *);
525 ret[nret] = NULL;
526
527 return ret;
528}
529
530/*
531 * Get an element from the head of the set todo list.
532 */
533static struct set *ss_todo(struct setstore *ss)
534{
535 if (ss->todo_head) {
536 struct set *ret = ss->todo_head;
537 ss->todo_head = ret->next;
538 if (ss->todo_head)
539 ss->todo_head->prev = NULL;
540 else
541 ss->todo_tail = NULL;
542 ret->next = ret->prev = NULL;
543 ret->todo = FALSE;
544 return ret;
545 } else {
546 return NULL;
547 }
548}
549
550struct squaretodo {
551 int *next;
552 int head, tail;
553};
554
555static void std_add(struct squaretodo *std, int i)
556{
557 if (std->tail >= 0)
558 std->next[std->tail] = i;
559 else
560 std->head = i;
561 std->tail = i;
562 std->next[i] = -1;
563}
564
ab53eb64 565typedef int (*open_cb)(void *, int, int);
566
27a79972 567static void known_squares(int w, int h, struct squaretodo *std,
ab53eb64 568 signed char *grid,
569 open_cb open, void *openctx,
7959b517 570 int x, int y, int mask, int mine)
571{
572 int xx, yy, bit;
573
574 bit = 1;
575
576 for (yy = 0; yy < 3; yy++)
577 for (xx = 0; xx < 3; xx++) {
578 if (mask & bit) {
579 int i = (y + yy) * w + (x + xx);
580
581 /*
582 * It's possible that this square is _already_
583 * known, in which case we don't try to add it to
584 * the list twice.
585 */
586 if (grid[i] == -2) {
587
588 if (mine) {
589 grid[i] = -1; /* and don't open it! */
590 } else {
591 grid[i] = open(openctx, x + xx, y + yy);
592 assert(grid[i] != -1); /* *bang* */
593 }
594 std_add(std, i);
595
596 }
597 }
598 bit <<= 1;
599 }
600}
601
602/*
603 * This is data returned from the `perturb' function. It details
604 * which squares have become mines and which have become clear. The
605 * solver is (of course) expected to honourably not use that
606 * knowledge directly, but to efficently adjust its internal data
607 * structures and proceed based on only the information it
608 * legitimately has.
609 */
610struct perturbation {
611 int x, y;
612 int delta; /* +1 == become a mine; -1 == cleared */
613};
614struct perturbations {
615 int n;
616 struct perturbation *changes;
617};
618
619/*
620 * Main solver entry point. You give it a grid of existing
621 * knowledge (-1 for a square known to be a mine, 0-8 for empty
622 * squares with a given number of neighbours, -2 for completely
623 * unknown), plus a function which you can call to open new squares
624 * once you're confident of them. It fills in as much more of the
625 * grid as it can.
626 *
627 * Return value is:
628 *
629 * - -1 means deduction stalled and nothing could be done
630 * - 0 means deduction succeeded fully
631 * - >0 means deduction succeeded but some number of perturbation
632 * steps were required; the exact return value is the number of
633 * perturb calls.
634 */
ab53eb64 635
636typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int);
637
27a79972 638static int minesolve(int w, int h, int n, signed char *grid,
ab53eb64 639 open_cb open,
640 perturb_cb perturb,
7959b517 641 void *ctx, random_state *rs)
642{
643 struct setstore *ss = ss_new();
644 struct set **list;
645 struct squaretodo astd, *std = &astd;
646 int x, y, i, j;
647 int nperturbs = 0;
648
649 /*
650 * Set up a linked list of squares with known contents, so that
651 * we can process them one by one.
652 */
653 std->next = snewn(w*h, int);
654 std->head = std->tail = -1;
655
656 /*
657 * Initialise that list with all known squares in the input
658 * grid.
659 */
660 for (y = 0; y < h; y++) {
661 for (x = 0; x < w; x++) {
662 i = y*w+x;
663 if (grid[i] != -2)
664 std_add(std, i);
665 }
666 }
667
668 /*
669 * Main deductive loop.
670 */
671 while (1) {
672 int done_something = FALSE;
673 struct set *s;
674
675 /*
676 * If there are any known squares on the todo list, process
677 * them and construct a set for each.
678 */
679 while (std->head != -1) {
680 i = std->head;
681#ifdef SOLVER_DIAGNOSTICS
682 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
683#endif
684 std->head = std->next[i];
685 if (std->head == -1)
686 std->tail = -1;
687
688 x = i % w;
689 y = i / w;
690
691 if (grid[i] >= 0) {
692 int dx, dy, mines, bit, val;
693#ifdef SOLVER_DIAGNOSTICS
694 printf("creating set around this square\n");
695#endif
696 /*
697 * Empty square. Construct the set of non-known squares
698 * around this one, and determine its mine count.
699 */
700 mines = grid[i];
701 bit = 1;
702 val = 0;
703 for (dy = -1; dy <= +1; dy++) {
704 for (dx = -1; dx <= +1; dx++) {
705#ifdef SOLVER_DIAGNOSTICS
706 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
707#endif
708 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
709 /* ignore this one */;
710 else if (grid[i+dy*w+dx] == -1)
711 mines--;
712 else if (grid[i+dy*w+dx] == -2)
713 val |= bit;
714 bit <<= 1;
715 }
716 }
717 if (val)
718 ss_add(ss, x-1, y-1, val, mines);
719 }
720
721 /*
722 * Now, whether the square is empty or full, we must
723 * find any set which contains it and replace it with
724 * one which does not.
725 */
726 {
727#ifdef SOLVER_DIAGNOSTICS
728 printf("finding sets containing known square %d,%d\n", x, y);
729#endif
730 list = ss_overlap(ss, x, y, 1);
731
732 for (j = 0; list[j]; j++) {
733 int newmask, newmines;
734
735 s = list[j];
736
737 /*
738 * Compute the mask for this set minus the
739 * newly known square.
740 */
741 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
742
743 /*
744 * Compute the new mine count.
745 */
746 newmines = s->mines - (grid[i] == -1);
747
748 /*
749 * Insert the new set into the collection,
750 * unless it's been whittled right down to
751 * nothing.
752 */
753 if (newmask)
754 ss_add(ss, s->x, s->y, newmask, newmines);
755
756 /*
757 * Destroy the old one; it is actually obsolete.
758 */
759 ss_remove(ss, s);
760 }
761
762 sfree(list);
763 }
764
765 /*
766 * Marking a fresh square as known certainly counts as
767 * doing something.
768 */
769 done_something = TRUE;
770 }
771
772 /*
773 * Now pick a set off the to-do list and attempt deductions
774 * based on it.
775 */
776 if ((s = ss_todo(ss)) != NULL) {
777
778#ifdef SOLVER_DIAGNOSTICS
779 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
780#endif
781 /*
782 * Firstly, see if this set has a mine count of zero or
783 * of its own cardinality.
784 */
785 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
786 /*
787 * If so, we can immediately mark all the squares
788 * in the set as known.
789 */
790#ifdef SOLVER_DIAGNOSTICS
791 printf("easy\n");
792#endif
793 known_squares(w, h, std, grid, open, ctx,
794 s->x, s->y, s->mask, (s->mines != 0));
795
796 /*
797 * Having done that, we need do nothing further
798 * with this set; marking all the squares in it as
799 * known will eventually eliminate it, and will
800 * also permit further deductions about anything
801 * that overlaps it.
802 */
803 continue;
804 }
805
806 /*
807 * Failing that, we now search through all the sets
808 * which overlap this one.
809 */
810 list = ss_overlap(ss, s->x, s->y, s->mask);
811
812 for (j = 0; list[j]; j++) {
813 struct set *s2 = list[j];
814 int swing, s2wing, swc, s2wc;
815
816 /*
817 * Find the non-overlapping parts s2-s and s-s2,
818 * and their cardinalities.
819 *
820 * I'm going to refer to these parts as `wings'
821 * surrounding the central part common to both
822 * sets. The `s wing' is s-s2; the `s2 wing' is
823 * s2-s.
824 */
825 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
826 TRUE);
827 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
828 TRUE);
829 swc = bitcount16(swing);
830 s2wc = bitcount16(s2wing);
831
832 /*
833 * If one set has more mines than the other, and
834 * the number of extra mines is equal to the
835 * cardinality of that set's wing, then we can mark
836 * every square in the wing as a known mine, and
837 * every square in the other wing as known clear.
838 */
839 if (swc == s->mines - s2->mines ||
840 s2wc == s2->mines - s->mines) {
841 known_squares(w, h, std, grid, open, ctx,
842 s->x, s->y, swing,
843 (swc == s->mines - s2->mines));
844 known_squares(w, h, std, grid, open, ctx,
845 s2->x, s2->y, s2wing,
846 (s2wc == s2->mines - s->mines));
847 continue;
848 }
849
850 /*
851 * Failing that, see if one set is a subset of the
852 * other. If so, we can divide up the mine count of
853 * the larger set between the smaller set and its
854 * complement, even if neither smaller set ends up
855 * being immediately clearable.
856 */
857 if (swc == 0 && s2wc != 0) {
858 /* s is a subset of s2. */
859 assert(s2->mines > s->mines);
860 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
861 } else if (s2wc == 0 && swc != 0) {
862 /* s2 is a subset of s. */
863 assert(s->mines > s2->mines);
864 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
865 }
866 }
867
868 sfree(list);
869
870 /*
871 * In this situation we have definitely done
872 * _something_, even if it's only reducing the size of
873 * our to-do list.
874 */
875 done_something = TRUE;
876 } else if (n >= 0) {
877 /*
878 * We have nothing left on our todo list, which means
879 * all localised deductions have failed. Our next step
880 * is to resort to global deduction based on the total
881 * mine count. This is computationally expensive
882 * compared to any of the above deductions, which is
883 * why we only ever do it when all else fails, so that
884 * hopefully it won't have to happen too often.
885 *
886 * If you pass n<0 into this solver, that informs it
887 * that you do not know the total mine count, so it
888 * won't even attempt these deductions.
889 */
890
891 int minesleft, squaresleft;
892 int nsets, setused[10], cursor;
893
894 /*
895 * Start by scanning the current grid state to work out
896 * how many unknown squares we still have, and how many
897 * mines are to be placed in them.
898 */
899 squaresleft = 0;
900 minesleft = n;
901 for (i = 0; i < w*h; i++) {
902 if (grid[i] == -1)
903 minesleft--;
904 else if (grid[i] == -2)
905 squaresleft++;
906 }
907
908#ifdef SOLVER_DIAGNOSTICS
909 printf("global deduction time: squaresleft=%d minesleft=%d\n",
910 squaresleft, minesleft);
911 for (y = 0; y < h; y++) {
912 for (x = 0; x < w; x++) {
913 int v = grid[y*w+x];
914 if (v == -1)
915 putchar('*');
916 else if (v == -2)
917 putchar('?');
918 else if (v == 0)
919 putchar('-');
920 else
921 putchar('0' + v);
922 }
923 putchar('\n');
924 }
925#endif
926
927 /*
928 * If there _are_ no unknown squares, we have actually
929 * finished.
930 */
931 if (squaresleft == 0) {
932 assert(minesleft == 0);
933 break;
934 }
935
936 /*
937 * First really simple case: if there are no more mines
938 * left, or if there are exactly as many mines left as
939 * squares to play them in, then it's all easy.
940 */
941 if (minesleft == 0 || minesleft == squaresleft) {
942 for (i = 0; i < w*h; i++)
943 if (grid[i] == -2)
944 known_squares(w, h, std, grid, open, ctx,
945 i % w, i / w, 1, minesleft != 0);
946 continue; /* now go back to main deductive loop */
947 }
948
949 /*
950 * Failing that, we have to do some _real_ work.
951 * Ideally what we do here is to try every single
952 * combination of the currently available sets, in an
953 * attempt to find a disjoint union (i.e. a set of
954 * squares with a known mine count between them) such
955 * that the remaining unknown squares _not_ contained
956 * in that union either contain no mines or are all
957 * mines.
958 *
959 * Actually enumerating all 2^n possibilities will get
960 * a bit slow for large n, so I artificially cap this
961 * recursion at n=10 to avoid too much pain.
962 */
963 nsets = count234(ss->sets);
964 if (nsets <= lenof(setused)) {
965 /*
966 * Doing this with actual recursive function calls
967 * would get fiddly because a load of local
968 * variables from this function would have to be
969 * passed down through the recursion. So instead
970 * I'm going to use a virtual recursion within this
971 * function. The way this works is:
972 *
973 * - we have an array `setused', such that
974 * setused[n] is 0 or 1 depending on whether set
975 * n is currently in the union we are
976 * considering.
977 *
978 * - we have a value `cursor' which indicates how
979 * much of `setused' we have so far filled in.
980 * It's conceptually the recursion depth.
981 *
982 * We begin by setting `cursor' to zero. Then:
983 *
984 * - if cursor can advance, we advance it by one.
985 * We set the value in `setused' that it went
986 * past to 1 if that set is disjoint from
987 * anything else currently in `setused', or to 0
988 * otherwise.
989 *
990 * - If cursor cannot advance because it has
991 * reached the end of the setused list, then we
992 * have a maximal disjoint union. Check to see
993 * whether its mine count has any useful
994 * properties. If so, mark all the squares not
995 * in the union as known and terminate.
996 *
997 * - If cursor has reached the end of setused and
998 * the algorithm _hasn't_ terminated, back
999 * cursor up to the nearest 1, turn it into a 0
1000 * and advance cursor just past it.
1001 *
1002 * - If we attempt to back up to the nearest 1 and
1003 * there isn't one at all, then we have gone
1004 * through all disjoint unions of sets in the
1005 * list and none of them has been helpful, so we
1006 * give up.
1007 */
1008 struct set *sets[lenof(setused)];
1009 for (i = 0; i < nsets; i++)
1010 sets[i] = index234(ss->sets, i);
1011
1012 cursor = 0;
1013 while (1) {
1014
1015 if (cursor < nsets) {
1016 int ok = TRUE;
1017
1018 /* See if any existing set overlaps this one. */
1019 for (i = 0; i < cursor; i++)
1020 if (setused[i] &&
1021 setmunge(sets[cursor]->x,
1022 sets[cursor]->y,
1023 sets[cursor]->mask,
1024 sets[i]->x, sets[i]->y, sets[i]->mask,
1025 FALSE)) {
1026 ok = FALSE;
1027 break;
1028 }
1029
1030 if (ok) {
1031 /*
1032 * We're adding this set to our union,
1033 * so adjust minesleft and squaresleft
1034 * appropriately.
1035 */
1036 minesleft -= sets[cursor]->mines;
1037 squaresleft -= bitcount16(sets[cursor]->mask);
1038 }
1039
1040 setused[cursor++] = ok;
1041 } else {
1042#ifdef SOLVER_DIAGNOSTICS
1043 printf("trying a set combination with %d %d\n",
1044 squaresleft, minesleft);
b498c539 1045#endif /* SOLVER_DIAGNOSTICS */
7959b517 1046
1047 /*
1048 * We've reached the end. See if we've got
1049 * anything interesting.
1050 */
1051 if (squaresleft > 0 &&
1052 (minesleft == 0 || minesleft == squaresleft)) {
1053 /*
1054 * We have! There is at least one
1055 * square not contained within the set
1056 * union we've just found, and we can
1057 * deduce that either all such squares
1058 * are mines or all are not (depending
1059 * on whether minesleft==0). So now all
1060 * we have to do is actually go through
1061 * the grid, find those squares, and
1062 * mark them.
1063 */
1064 for (i = 0; i < w*h; i++)
1065 if (grid[i] == -2) {
1066 int outside = TRUE;
1067 y = i / w;
1068 x = i % w;
1069 for (j = 0; j < nsets; j++)
1070 if (setused[j] &&
1071 setmunge(sets[j]->x, sets[j]->y,
1072 sets[j]->mask, x, y, 1,
1073 FALSE)) {
1074 outside = FALSE;
1075 break;
1076 }
1077 if (outside)
1078 known_squares(w, h, std, grid,
1079 open, ctx,
1080 x, y, 1, minesleft != 0);
1081 }
1082
1083 done_something = TRUE;
1084 break; /* return to main deductive loop */
1085 }
1086
1087 /*
1088 * If we reach here, then this union hasn't
1089 * done us any good, so move on to the
1090 * next. Backtrack cursor to the nearest 1,
1091 * change it to a 0 and continue.
1092 */
8586183c 1093 while (--cursor >= 0 && !setused[cursor]);
7959b517 1094 if (cursor >= 0) {
1095 assert(setused[cursor]);
1096
1097 /*
1098 * We're removing this set from our
1099 * union, so re-increment minesleft and
1100 * squaresleft.
1101 */
1102 minesleft += sets[cursor]->mines;
1103 squaresleft += bitcount16(sets[cursor]->mask);
1104
1105 setused[cursor++] = 0;
1106 } else {
1107 /*
1108 * We've backtracked all the way to the
1109 * start without finding a single 1,
1110 * which means that our virtual
1111 * recursion is complete and nothing
1112 * helped.
1113 */
1114 break;
1115 }
1116 }
1117
1118 }
1119
1120 }
1121 }
1122
1123 if (done_something)
1124 continue;
1125
1126#ifdef SOLVER_DIAGNOSTICS
1127 /*
1128 * Dump the current known state of the grid.
1129 */
1130 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1131 for (y = 0; y < h; y++) {
1132 for (x = 0; x < w; x++) {
1133 int v = grid[y*w+x];
1134 if (v == -1)
1135 putchar('*');
1136 else if (v == -2)
1137 putchar('?');
1138 else if (v == 0)
1139 putchar('-');
1140 else
1141 putchar('0' + v);
1142 }
1143 putchar('\n');
1144 }
1145
1146 {
1147 struct set *s;
1148
1149 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1150 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1151 }
1152#endif
1153
1154 /*
1155 * Now we really are at our wits' end as far as solving
1156 * this grid goes. Our only remaining option is to call
1157 * a perturb function and ask it to modify the grid to
1158 * make it easier.
1159 */
1160 if (perturb) {
1161 struct perturbations *ret;
1162 struct set *s;
1163
1164 nperturbs++;
1165
1166 /*
1167 * Choose a set at random from the current selection,
1168 * and ask the perturb function to either fill or empty
1169 * it.
1170 *
1171 * If we have no sets at all, we must give up.
1172 */
a174a940 1173 if (count234(ss->sets) == 0) {
1174#ifdef SOLVER_DIAGNOSTICS
1175 printf("perturbing on entire unknown set\n");
1176#endif
1177 ret = perturb(ctx, grid, 0, 0, 0);
1178 } else {
1179 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
7959b517 1180#ifdef SOLVER_DIAGNOSTICS
a174a940 1181 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
7959b517 1182#endif
a174a940 1183 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1184 }
7959b517 1185
1186 if (ret) {
1187 assert(ret->n > 0); /* otherwise should have been NULL */
1188
1189 /*
1190 * A number of squares have been fiddled with, and
1191 * the returned structure tells us which. Adjust
1192 * the mine count in any set which overlaps one of
1193 * those squares, and put them back on the to-do
a174a940 1194 * list. Also, if the square itself is marked as a
1195 * known non-mine, put it back on the squares-to-do
7959b517 1196 * list.
1197 */
1198 for (i = 0; i < ret->n; i++) {
1199#ifdef SOLVER_DIAGNOSTICS
1200 printf("perturbation %s mine at %d,%d\n",
1201 ret->changes[i].delta > 0 ? "added" : "removed",
1202 ret->changes[i].x, ret->changes[i].y);
1203#endif
1204
a174a940 1205 if (ret->changes[i].delta < 0 &&
1206 grid[ret->changes[i].y*w+ret->changes[i].x] != -2) {
1207 std_add(std, ret->changes[i].y*w+ret->changes[i].x);
1208 }
1209
7959b517 1210 list = ss_overlap(ss,
1211 ret->changes[i].x, ret->changes[i].y, 1);
1212
1213 for (j = 0; list[j]; j++) {
1214 list[j]->mines += ret->changes[i].delta;
1215 ss_add_todo(ss, list[j]);
1216 }
1217
1218 sfree(list);
1219 }
1220
1221 /*
1222 * Now free the returned data.
1223 */
1224 sfree(ret->changes);
1225 sfree(ret);
1226
1227#ifdef SOLVER_DIAGNOSTICS
1228 /*
1229 * Dump the current known state of the grid.
1230 */
a174a940 1231 printf("state after perturbation:\n");
7959b517 1232 for (y = 0; y < h; y++) {
1233 for (x = 0; x < w; x++) {
1234 int v = grid[y*w+x];
1235 if (v == -1)
1236 putchar('*');
1237 else if (v == -2)
1238 putchar('?');
1239 else if (v == 0)
1240 putchar('-');
1241 else
1242 putchar('0' + v);
1243 }
1244 putchar('\n');
1245 }
1246
1247 {
1248 struct set *s;
1249
1250 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1251 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1252 }
1253#endif
1254
1255 /*
1256 * And now we can go back round the deductive loop.
1257 */
1258 continue;
1259 }
1260 }
1261
1262 /*
1263 * If we get here, even that didn't work (either we didn't
1264 * have a perturb function or it returned failure), so we
1265 * give up entirely.
1266 */
1267 break;
1268 }
1269
1270 /*
1271 * See if we've got any unknown squares left.
1272 */
1273 for (y = 0; y < h; y++)
1274 for (x = 0; x < w; x++)
1275 if (grid[y*w+x] == -2) {
1276 nperturbs = -1; /* failed to complete */
1277 break;
1278 }
1279
1280 /*
1281 * Free the set list and square-todo list.
1282 */
1283 {
1284 struct set *s;
1285 while ((s = delpos234(ss->sets, 0)) != NULL)
1286 sfree(s);
1287 freetree234(ss->sets);
1288 sfree(ss);
1289 sfree(std->next);
1290 }
1291
1292 return nperturbs;
1293}
1294
1295/* ----------------------------------------------------------------------
1296 * Grid generator which uses the above solver.
1297 */
1298
1299struct minectx {
23e8c9fd 1300 char *grid;
7959b517 1301 int w, h;
1302 int sx, sy;
a174a940 1303 int allow_big_perturbs;
7959b517 1304 random_state *rs;
1305};
1306
1307static int mineopen(void *vctx, int x, int y)
1308{
1309 struct minectx *ctx = (struct minectx *)vctx;
1310 int i, j, n;
1311
1312 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1313 if (ctx->grid[y * ctx->w + x])
1314 return -1; /* *bang* */
1315
1316 n = 0;
1317 for (i = -1; i <= +1; i++) {
1318 if (x + i < 0 || x + i >= ctx->w)
1319 continue;
1320 for (j = -1; j <= +1; j++) {
1321 if (y + j < 0 || y + j >= ctx->h)
1322 continue;
1323 if (i == 0 && j == 0)
1324 continue;
1325 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1326 n++;
1327 }
1328 }
1329
1330 return n;
1331}
1332
1333/* Structure used internally to mineperturb(). */
1334struct square {
1335 int x, y, type, random;
1336};
1337static int squarecmp(const void *av, const void *bv)
1338{
1339 const struct square *a = (const struct square *)av;
1340 const struct square *b = (const struct square *)bv;
1341 if (a->type < b->type)
1342 return -1;
1343 else if (a->type > b->type)
1344 return +1;
1345 else if (a->random < b->random)
1346 return -1;
1347 else if (a->random > b->random)
1348 return +1;
1349 else if (a->y < b->y)
1350 return -1;
1351 else if (a->y > b->y)
1352 return +1;
1353 else if (a->x < b->x)
1354 return -1;
1355 else if (a->x > b->x)
1356 return +1;
1357 return 0;
1358}
1359
a174a940 1360/*
1361 * Normally this function is passed an (x,y,mask) set description.
1362 * On occasions, though, there is no _localised_ set being used,
1363 * and the set being perturbed is supposed to be the entirety of
1364 * the unreachable area. This is signified by the special case
1365 * mask==0: in this case, anything labelled -2 in the grid is part
1366 * of the set.
1367 *
1368 * Allowing perturbation in this special case appears to make it
1369 * guaranteeably possible to generate a workable grid for any mine
1370 * density, but they tend to be a bit boring, with mines packed
1371 * densely into far corners of the grid and the remainder being
1372 * less dense than one might like. Therefore, to improve overall
1373 * grid quality I disable this feature for the first few attempts,
1374 * and fall back to it after no useful grid has been generated.
1375 */
27a79972 1376static struct perturbations *mineperturb(void *vctx, signed char *grid,
7959b517 1377 int setx, int sety, int mask)
1378{
1379 struct minectx *ctx = (struct minectx *)vctx;
1380 struct square *sqlist;
1381 int x, y, dx, dy, i, n, nfull, nempty;
a174a940 1382 struct square **tofill, **toempty, **todo;
7959b517 1383 int ntofill, ntoempty, ntodo, dtodo, dset;
1384 struct perturbations *ret;
a174a940 1385 int *setlist;
1386
1387 if (!mask && !ctx->allow_big_perturbs)
1388 return NULL;
7959b517 1389
1390 /*
1391 * Make a list of all the squares in the grid which we can
1392 * possibly use. This list should be in preference order, which
1393 * means
1394 *
1395 * - first, unknown squares on the boundary of known space
1396 * - next, unknown squares beyond that boundary
1397 * - as a very last resort, known squares, but not within one
1398 * square of the starting position.
1399 *
1400 * Each of these sections needs to be shuffled independently.
1401 * We do this by preparing list of all squares and then sorting
1402 * it with a random secondary key.
1403 */
1404 sqlist = snewn(ctx->w * ctx->h, struct square);
1405 n = 0;
1406 for (y = 0; y < ctx->h; y++)
1407 for (x = 0; x < ctx->w; x++) {
1408 /*
1409 * If this square is too near the starting position,
1410 * don't put it on the list at all.
1411 */
1412 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1413 continue;
1414
1415 /*
1416 * If this square is in the input set, also don't put
1417 * it on the list!
1418 */
a174a940 1419 if ((mask == 0 && grid[y*ctx->w+x] == -2) ||
1420 (x >= setx && x < setx + 3 &&
1421 y >= sety && y < sety + 3 &&
1422 mask & (1 << ((y-sety)*3+(x-setx)))))
7959b517 1423 continue;
1424
1425 sqlist[n].x = x;
1426 sqlist[n].y = y;
1427
1428 if (grid[y*ctx->w+x] != -2) {
1429 sqlist[n].type = 3; /* known square */
1430 } else {
1431 /*
1432 * Unknown square. Examine everything around it and
1433 * see if it borders on any known squares. If it
1434 * does, it's class 1, otherwise it's 2.
1435 */
1436
1437 sqlist[n].type = 2;
1438
1439 for (dy = -1; dy <= +1; dy++)
1440 for (dx = -1; dx <= +1; dx++)
1441 if (x+dx >= 0 && x+dx < ctx->w &&
1442 y+dy >= 0 && y+dy < ctx->h &&
1443 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1444 sqlist[n].type = 1;
1445 break;
1446 }
1447 }
1448
1449 /*
1450 * Finally, a random number to cause qsort to
1451 * shuffle within each group.
1452 */
1453 sqlist[n].random = random_bits(ctx->rs, 31);
1454
1455 n++;
1456 }
1457
1458 qsort(sqlist, n, sizeof(struct square), squarecmp);
1459
1460 /*
1461 * Now count up the number of full and empty squares in the set
1462 * we've been provided.
1463 */
1464 nfull = nempty = 0;
a174a940 1465 if (mask) {
1466 for (dy = 0; dy < 3; dy++)
1467 for (dx = 0; dx < 3; dx++)
1468 if (mask & (1 << (dy*3+dx))) {
1469 assert(setx+dx <= ctx->w);
1470 assert(sety+dy <= ctx->h);
1471 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1472 nfull++;
1473 else
1474 nempty++;
1475 }
1476 } else {
1477 for (y = 0; y < ctx->h; y++)
1478 for (x = 0; x < ctx->w; x++)
1479 if (grid[y*ctx->w+x] == -2) {
1480 if (ctx->grid[y*ctx->w+x])
1481 nfull++;
1482 else
1483 nempty++;
1484 }
1485 }
7959b517 1486
1487 /*
1488 * Now go through our sorted list until we find either `nfull'
1489 * empty squares, or `nempty' full squares; these will be
1490 * swapped with the appropriate squares in the set to either
1491 * fill or empty the set while keeping the same number of mines
1492 * overall.
1493 */
1494 ntofill = ntoempty = 0;
a174a940 1495 if (mask) {
1496 tofill = snewn(9, struct square *);
1497 toempty = snewn(9, struct square *);
1498 } else {
1499 tofill = snewn(ctx->w * ctx->h, struct square *);
1500 toempty = snewn(ctx->w * ctx->h, struct square *);
1501 }
7959b517 1502 for (i = 0; i < n; i++) {
1503 struct square *sq = &sqlist[i];
1504 if (ctx->grid[sq->y * ctx->w + sq->x])
1505 toempty[ntoempty++] = sq;
1506 else
1507 tofill[ntofill++] = sq;
1508 if (ntofill == nfull || ntoempty == nempty)
1509 break;
1510 }
1511
1512 /*
a174a940 1513 * If we haven't found enough empty squares outside the set to
1514 * empty it into _or_ enough full squares outside it to fill it
1515 * up with, we'll have to settle for doing only a partial job.
1516 * In this case we choose to always _fill_ the set (because
1517 * this case will tend to crop up when we're working with very
1518 * high mine densities and the only way to get a solvable grid
1519 * is going to be to pack most of the mines solidly around the
1520 * edges). So now our job is to make a list of the empty
1521 * squares in the set, and shuffle that list so that we fill a
1522 * random selection of them.
7959b517 1523 */
1524 if (ntofill != nfull && ntoempty != nempty) {
a174a940 1525 int k;
1526
1527 assert(ntoempty != 0);
1528
1529 setlist = snewn(ctx->w * ctx->h, int);
1530 i = 0;
1531 if (mask) {
1532 for (dy = 0; dy < 3; dy++)
1533 for (dx = 0; dx < 3; dx++)
1534 if (mask & (1 << (dy*3+dx))) {
1535 assert(setx+dx <= ctx->w);
1536 assert(sety+dy <= ctx->h);
1537 if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1538 setlist[i++] = (sety+dy)*ctx->w+(setx+dx);
1539 }
1540 } else {
1541 for (y = 0; y < ctx->h; y++)
1542 for (x = 0; x < ctx->w; x++)
1543 if (grid[y*ctx->w+x] == -2) {
1544 if (!ctx->grid[y*ctx->w+x])
1545 setlist[i++] = y*ctx->w+x;
1546 }
1547 }
1548 assert(i > ntoempty);
1549 /*
1550 * Now pick `ntoempty' items at random from the list.
1551 */
1552 for (k = 0; k < ntoempty; k++) {
1553 int index = k + random_upto(ctx->rs, i - k);
1554 int tmp;
1555
1556 tmp = setlist[k];
1557 setlist[k] = setlist[index];
1558 setlist[index] = tmp;
1559 }
1560 } else
1561 setlist = NULL;
7959b517 1562
1563 /*
1564 * Now we're pretty much there. We need to either
1565 * (a) put a mine in each of the empty squares in the set, and
1566 * take one out of each square in `toempty'
1567 * (b) take a mine out of each of the full squares in the set,
1568 * and put one in each square in `tofill'
1569 * depending on which one we've found enough squares to do.
1570 *
1571 * So we start by constructing our list of changes to return to
1572 * the solver, so that it can update its data structures
1573 * efficiently rather than having to rescan the whole grid.
1574 */
1575 ret = snew(struct perturbations);
1576 if (ntofill == nfull) {
1577 todo = tofill;
1578 ntodo = ntofill;
1579 dtodo = +1;
1580 dset = -1;
a174a940 1581 sfree(toempty);
7959b517 1582 } else {
a174a940 1583 /*
1584 * (We also fall into this case if we've constructed a
1585 * setlist.)
1586 */
7959b517 1587 todo = toempty;
1588 ntodo = ntoempty;
1589 dtodo = -1;
1590 dset = +1;
a174a940 1591 sfree(tofill);
7959b517 1592 }
1593 ret->n = 2 * ntodo;
1594 ret->changes = snewn(ret->n, struct perturbation);
1595 for (i = 0; i < ntodo; i++) {
1596 ret->changes[i].x = todo[i]->x;
1597 ret->changes[i].y = todo[i]->y;
1598 ret->changes[i].delta = dtodo;
1599 }
1600 /* now i == ntodo */
a174a940 1601 if (setlist) {
1602 int j;
1603 assert(todo == toempty);
1604 for (j = 0; j < ntoempty; j++) {
1605 ret->changes[i].x = setlist[j] % ctx->w;
1606 ret->changes[i].y = setlist[j] / ctx->w;
1607 ret->changes[i].delta = dset;
1608 i++;
1609 }
1610 sfree(setlist);
1611 } else if (mask) {
1612 for (dy = 0; dy < 3; dy++)
1613 for (dx = 0; dx < 3; dx++)
1614 if (mask & (1 << (dy*3+dx))) {
1615 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1616 if (dset == -currval) {
1617 ret->changes[i].x = setx + dx;
1618 ret->changes[i].y = sety + dy;
1619 ret->changes[i].delta = dset;
1620 i++;
1621 }
7959b517 1622 }
a174a940 1623 } else {
1624 for (y = 0; y < ctx->h; y++)
1625 for (x = 0; x < ctx->w; x++)
1626 if (grid[y*ctx->w+x] == -2) {
1627 int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1);
1628 if (dset == -currval) {
1629 ret->changes[i].x = x;
1630 ret->changes[i].y = y;
1631 ret->changes[i].delta = dset;
1632 i++;
1633 }
1634 }
1635 }
7959b517 1636 assert(i == ret->n);
1637
1638 sfree(sqlist);
a174a940 1639 sfree(todo);
7959b517 1640
1641 /*
1642 * Having set up the precise list of changes we're going to
1643 * make, we now simply make them and return.
1644 */
1645 for (i = 0; i < ret->n; i++) {
1646 int delta;
1647
1648 x = ret->changes[i].x;
1649 y = ret->changes[i].y;
1650 delta = ret->changes[i].delta;
1651
1652 /*
1653 * Check we're not trying to add an existing mine or remove
1654 * an absent one.
1655 */
1656 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1657
1658 /*
1659 * Actually make the change.
1660 */
1661 ctx->grid[y*ctx->w+x] = (delta > 0);
1662
1663 /*
1664 * Update any numbers already present in the grid.
1665 */
1666 for (dy = -1; dy <= +1; dy++)
1667 for (dx = -1; dx <= +1; dx++)
1668 if (x+dx >= 0 && x+dx < ctx->w &&
1669 y+dy >= 0 && y+dy < ctx->h &&
1670 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1671 if (dx == 0 && dy == 0) {
1672 /*
1673 * The square itself is marked as known in
1674 * the grid. Mark it as a mine if it's a
1675 * mine, or else work out its number.
1676 */
1677 if (delta > 0) {
1678 grid[y*ctx->w+x] = -1;
1679 } else {
1680 int dx2, dy2, minecount = 0;
1681 for (dy2 = -1; dy2 <= +1; dy2++)
1682 for (dx2 = -1; dx2 <= +1; dx2++)
1683 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1684 y+dy2 >= 0 && y+dy2 < ctx->h &&
1685 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1686 minecount++;
1687 grid[y*ctx->w+x] = minecount;
1688 }
1689 } else {
1690 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1691 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1692 }
1693 }
1694 }
1695
1696#ifdef GENERATION_DIAGNOSTICS
1697 {
1698 int yy, xx;
1699 printf("grid after perturbing:\n");
1700 for (yy = 0; yy < ctx->h; yy++) {
1701 for (xx = 0; xx < ctx->w; xx++) {
1702 int v = ctx->grid[yy*ctx->w+xx];
1703 if (yy == ctx->sy && xx == ctx->sx) {
1704 assert(!v);
1705 putchar('S');
1706 } else if (v) {
1707 putchar('*');
1708 } else {
1709 putchar('-');
1710 }
1711 }
1712 putchar('\n');
1713 }
1714 printf("\n");
1715 }
1716#endif
1717
1718 return ret;
1719}
1720
1721static char *minegen(int w, int h, int n, int x, int y, int unique,
1722 random_state *rs)
1723{
1724 char *ret = snewn(w*h, char);
1725 int success;
a174a940 1726 int ntries = 0;
7959b517 1727
1728 do {
1729 success = FALSE;
a174a940 1730 ntries++;
7959b517 1731
1732 memset(ret, 0, w*h);
1733
1734 /*
1735 * Start by placing n mines, none of which is at x,y or within
1736 * one square of it.
1737 */
1738 {
1739 int *tmp = snewn(w*h, int);
1740 int i, j, k, nn;
1741
1742 /*
1743 * Write down the list of possible mine locations.
1744 */
1745 k = 0;
1746 for (i = 0; i < h; i++)
1747 for (j = 0; j < w; j++)
1748 if (abs(i - y) > 1 || abs(j - x) > 1)
1749 tmp[k++] = i*w+j;
1750
1751 /*
1752 * Now pick n off the list at random.
1753 */
1754 nn = n;
1755 while (nn-- > 0) {
1756 i = random_upto(rs, k);
1757 ret[tmp[i]] = 1;
1758 tmp[i] = tmp[--k];
1759 }
1760
1761 sfree(tmp);
1762 }
1763
1764#ifdef GENERATION_DIAGNOSTICS
1765 {
1766 int yy, xx;
1767 printf("grid after initial generation:\n");
1768 for (yy = 0; yy < h; yy++) {
1769 for (xx = 0; xx < w; xx++) {
1770 int v = ret[yy*w+xx];
1771 if (yy == y && xx == x) {
1772 assert(!v);
1773 putchar('S');
1774 } else if (v) {
1775 putchar('*');
1776 } else {
1777 putchar('-');
1778 }
1779 }
1780 putchar('\n');
1781 }
1782 printf("\n");
1783 }
1784#endif
1785
1786 /*
1787 * Now set up a results grid to run the solver in, and a
1788 * context for the solver to open squares. Then run the solver
1789 * repeatedly; if the number of perturb steps ever goes up or
1790 * it ever returns -1, give up completely.
1791 *
1792 * We bypass this bit if we're not after a unique grid.
1793 */
1794 if (unique) {
23e8c9fd 1795 signed char *solvegrid = snewn(w*h, signed char);
7959b517 1796 struct minectx actx, *ctx = &actx;
1797 int solveret, prevret = -2;
1798
1799 ctx->grid = ret;
1800 ctx->w = w;
1801 ctx->h = h;
1802 ctx->sx = x;
1803 ctx->sy = y;
1804 ctx->rs = rs;
a174a940 1805 ctx->allow_big_perturbs = (ntries > 100);
7959b517 1806
1807 while (1) {
1808 memset(solvegrid, -2, w*h);
1809 solvegrid[y*w+x] = mineopen(ctx, x, y);
1810 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1811
1812 solveret =
1813 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1814 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1815 success = FALSE;
1816 break;
1817 } else if (solveret == 0) {
1818 success = TRUE;
1819 break;
1820 }
1821 }
1822
1823 sfree(solvegrid);
1824 } else {
1825 success = TRUE;
1826 }
1827
1828 } while (!success);
1829
1830 return ret;
1831}
1832
f17c2cda 1833static char *describe_layout(char *grid, int area, int x, int y,
1834 int obfuscate)
1835{
1836 char *ret, *p;
1837 unsigned char *bmp;
1838 int i;
1839
1840 /*
1841 * Set up the mine bitmap and obfuscate it.
1842 */
1843 bmp = snewn((area + 7) / 8, unsigned char);
1844 memset(bmp, 0, (area + 7) / 8);
1845 for (i = 0; i < area; i++) {
1846 if (grid[i])
1847 bmp[i / 8] |= 0x80 >> (i % 8);
1848 }
1849 if (obfuscate)
1850 obfuscate_bitmap(bmp, area, FALSE);
1851
1852 /*
1853 * Now encode the resulting bitmap in hex. We can work to
1854 * nibble rather than byte granularity, since the obfuscation
1855 * function guarantees to return a bit string of the same
1856 * length as its input.
1857 */
1858 ret = snewn((area+3)/4 + 100, char);
1859 p = ret + sprintf(ret, "%d,%d,%s", x, y,
0a6892db 1860 obfuscate ? "m" : "u"); /* 'm' == masked */
f17c2cda 1861 for (i = 0; i < (area+3)/4; i++) {
1862 int v = bmp[i/2];
1863 if (i % 2 == 0)
1864 v >>= 4;
1865 *p++ = "0123456789abcdef"[v & 0xF];
1866 }
1867 *p = '\0';
1868
1869 sfree(bmp);
1870
1871 return ret;
1872}
1873
c380832d 1874static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1875 random_state *rs, char **game_desc)
7959b517 1876{
f17c2cda 1877 char *grid;
7959b517 1878
9914f9b6 1879#ifdef TEST_OBFUSCATION
1880 static int tested_obfuscation = FALSE;
1881 if (!tested_obfuscation) {
1882 /*
1883 * A few simple test vectors for the obfuscator.
1884 *
1885 * First test: the 28-bit stream 1234567. This divides up
1886 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1887 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1888 * we XOR the 16-bit string 15CE into the input 1234 to get
1889 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1890 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1891 * 12-bit string 337 into the input 567 to get 650. Thus
1892 * our output is 07FA650.
1893 */
1894 {
1895 unsigned char bmp1[] = "\x12\x34\x56\x70";
1896 obfuscate_bitmap(bmp1, 28, FALSE);
1897 printf("test 1 encode: %s\n",
1898 memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
1899 obfuscate_bitmap(bmp1, 28, TRUE);
1900 printf("test 1 decode: %s\n",
1901 memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
1902 }
1903 /*
1904 * Second test: a long string to make sure we switch from
1905 * one SHA to the next correctly. My input string this time
1906 * is simply fifty bytes of zeroes.
1907 */
1908 {
1909 unsigned char bmp2[50];
1910 unsigned char bmp2a[50];
1911 memset(bmp2, 0, 50);
1912 memset(bmp2a, 0, 50);
1913 obfuscate_bitmap(bmp2, 50 * 8, FALSE);
1914 /*
1915 * SHA of twenty-five zero bytes plus "0" is
1916 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1917 * twenty-five zero bytes plus "1" is
1918 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1919 * first half becomes
1920 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1921 *
1922 * SHA of that lot plus "0" is
1923 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1924 * same string plus "1" is
1925 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1926 * second half becomes
1927 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1928 */
1929 printf("test 2 encode: %s\n",
1930 memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1931 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1932 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1933 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1934 "\xd8\xdf\x78", 50) ? "failed" : "passed");
1935 obfuscate_bitmap(bmp2, 50 * 8, TRUE);
1936 printf("test 2 decode: %s\n",
1937 memcmp(bmp2, bmp2a, 50) ? "failed" : "passed");
1938 }
1939 }
1940#endif
1941
c380832d 1942 grid = minegen(w, h, n, x, y, unique, rs);
7959b517 1943
f17c2cda 1944 if (game_desc)
1945 *game_desc = describe_layout(grid, w * h, x, y, TRUE);
7959b517 1946
c380832d 1947 return grid;
1948}
1949
1950static char *new_game_desc(game_params *params, random_state *rs,
c566778e 1951 char **aux, int interactive)
c380832d 1952{
522ed781 1953 /*
1954 * We generate the coordinates of an initial click even if they
1955 * aren't actually used. This has the effect of harmonising the
1956 * random number usage between interactive and batch use: if
1957 * you use `mines --generate' with an explicit random seed, you
1958 * should get exactly the same results as if you type the same
1959 * random seed into the interactive game and click in the same
1960 * initial location. (Of course you won't get the same grid if
1961 * you click in a _different_ initial location, but there's
1962 * nothing to be done about that.)
1963 */
1964 int x = random_upto(rs, params->w);
1965 int y = random_upto(rs, params->h);
1966
6aa6af4c 1967 if (!interactive) {
1968 /*
1969 * For batch-generated grids, pre-open one square.
1970 */
23e8c9fd 1971 char *grid;
27a79972 1972 char *desc;
6aa6af4c 1973
1974 grid = new_mine_layout(params->w, params->h, params->n,
1975 x, y, params->unique, rs, &desc);
1976 sfree(grid);
1977 return desc;
1978 } else {
1979 char *rsdesc, *desc;
1980
1981 rsdesc = random_state_encode(rs);
1982 desc = snewn(strlen(rsdesc) + 100, char);
ab53eb64 1983 sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc);
6aa6af4c 1984 sfree(rsdesc);
1985 return desc;
1986 }
7959b517 1987}
1988
7959b517 1989static char *validate_desc(game_params *params, char *desc)
1990{
1991 int wh = params->w * params->h;
1992 int x, y;
1993
c380832d 1994 if (*desc == 'r') {
acc7c231 1995 desc++;
c380832d 1996 if (!*desc || !isdigit((unsigned char)*desc))
1997 return "No initial mine count in game description";
1998 while (*desc && isdigit((unsigned char)*desc))
1999 desc++; /* skip over mine count */
2000 if (*desc != ',')
2001 return "No ',' after initial x-coordinate in game description";
7959b517 2002 desc++;
c380832d 2003 if (*desc != 'u' && *desc != 'a')
2004 return "No uniqueness specifier in game description";
2005 desc++;
2006 if (*desc != ',')
2007 return "No ',' after uniqueness specifier in game description";
2008 /* now ignore the rest */
2009 } else {
0a6892db 2010 if (*desc && isdigit((unsigned char)*desc)) {
2011 x = atoi(desc);
2012 if (x < 0 || x >= params->w)
2013 return "Initial x-coordinate was out of range";
2014 while (*desc && isdigit((unsigned char)*desc))
2015 desc++; /* skip over x coordinate */
2016 if (*desc != ',')
2017 return "No ',' after initial x-coordinate in game description";
2018 desc++; /* eat comma */
2019 if (!*desc || !isdigit((unsigned char)*desc))
2020 return "No initial y-coordinate in game description";
2021 y = atoi(desc);
2022 if (y < 0 || y >= params->h)
2023 return "Initial y-coordinate was out of range";
2024 while (*desc && isdigit((unsigned char)*desc))
2025 desc++; /* skip over y coordinate */
2026 if (*desc != ',')
2027 return "No ',' after initial y-coordinate in game description";
2028 desc++; /* eat comma */
2029 }
2030 /* eat `m' for `masked' or `u' for `unmasked', if present */
2031 if (*desc == 'm' || *desc == 'u')
c380832d 2032 desc++;
2033 /* now just check length of remainder */
2034 if (strlen(desc) != (wh+3)/4)
2035 return "Game description is wrong length";
2036 }
7959b517 2037
2038 return NULL;
2039}
2040
2041static int open_square(game_state *state, int x, int y)
2042{
2043 int w = state->w, h = state->h;
2044 int xx, yy, nmines, ncovered;
2045
c380832d 2046 if (!state->layout->mines) {
2047 /*
2048 * We have a preliminary game in which the mine layout
2049 * hasn't been generated yet. Generate it based on the
2050 * initial click location.
2051 */
0a6892db 2052 char *desc, *privdesc;
c380832d 2053 state->layout->mines = new_mine_layout(w, h, state->layout->n,
2054 x, y, state->layout->unique,
2055 state->layout->rs,
2056 &desc);
0a6892db 2057 /*
2058 * Find the trailing substring of the game description
2059 * corresponding to just the mine layout; we will use this
2060 * as our second `private' game ID for serialisation.
2061 */
2062 privdesc = desc;
2063 while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
2064 if (*privdesc == ',') privdesc++;
2065 while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
2066 if (*privdesc == ',') privdesc++;
2067 assert(*privdesc == 'm');
2068 midend_supersede_game_desc(state->layout->me, desc, privdesc);
c380832d 2069 sfree(desc);
2070 random_free(state->layout->rs);
2071 state->layout->rs = NULL;
2072 }
2073
2074 if (state->layout->mines[y*w+x]) {
7959b517 2075 /*
11d31eb9 2076 * The player has landed on a mine. Bad luck. Expose the
2077 * mine that killed them, but not the rest (in case they
2078 * want to Undo and carry on playing).
7959b517 2079 */
2080 state->dead = TRUE;
7959b517 2081 state->grid[y*w+x] = 65;
2082 return -1;
2083 }
2084
2085 /*
2086 * Otherwise, the player has opened a safe square. Mark it to-do.
2087 */
2088 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
2089
2090 /*
2091 * Now go through the grid finding all `todo' values and
2092 * opening them. Every time one of them turns out to have no
2093 * neighbouring mines, we add all its unopened neighbours to
2094 * the list as well.
2095 *
2096 * FIXME: We really ought to be able to do this better than
2097 * using repeated N^2 scans of the grid.
2098 */
2099 while (1) {
2100 int done_something = FALSE;
2101
2102 for (yy = 0; yy < h; yy++)
2103 for (xx = 0; xx < w; xx++)
2104 if (state->grid[yy*w+xx] == -10) {
2105 int dx, dy, v;
2106
c380832d 2107 assert(!state->layout->mines[yy*w+xx]);
7959b517 2108
2109 v = 0;
2110
2111 for (dx = -1; dx <= +1; dx++)
2112 for (dy = -1; dy <= +1; dy++)
2113 if (xx+dx >= 0 && xx+dx < state->w &&
2114 yy+dy >= 0 && yy+dy < state->h &&
c380832d 2115 state->layout->mines[(yy+dy)*w+(xx+dx)])
7959b517 2116 v++;
2117
2118 state->grid[yy*w+xx] = v;
2119
2120 if (v == 0) {
2121 for (dx = -1; dx <= +1; dx++)
2122 for (dy = -1; dy <= +1; dy++)
2123 if (xx+dx >= 0 && xx+dx < state->w &&
2124 yy+dy >= 0 && yy+dy < state->h &&
2125 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2126 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2127 }
2128
2129 done_something = TRUE;
2130 }
2131
2132 if (!done_something)
2133 break;
2134 }
2135
2136 /*
2137 * Finally, scan the grid and see if exactly as many squares
2138 * are still covered as there are mines. If so, set the `won'
2139 * flag and fill in mine markers on all covered squares.
2140 */
2141 nmines = ncovered = 0;
2142 for (yy = 0; yy < h; yy++)
2143 for (xx = 0; xx < w; xx++) {
2144 if (state->grid[yy*w+xx] < 0)
2145 ncovered++;
c380832d 2146 if (state->layout->mines[yy*w+xx])
7959b517 2147 nmines++;
2148 }
2149 assert(ncovered >= nmines);
2150 if (ncovered == nmines) {
2151 for (yy = 0; yy < h; yy++)
2152 for (xx = 0; xx < w; xx++) {
2153 if (state->grid[yy*w+xx] < 0)
2154 state->grid[yy*w+xx] = -1;
2155 }
2156 state->won = TRUE;
2157 }
2158
2159 return 0;
2160}
2161
dafd6cf6 2162static game_state *new_game(midend *me, game_params *params, char *desc)
7959b517 2163{
2164 game_state *state = snew(game_state);
2165 int i, wh, x, y, ret, masked;
2166 unsigned char *bmp;
2167
2168 state->w = params->w;
2169 state->h = params->h;
2170 state->n = params->n;
2171 state->dead = state->won = FALSE;
dfc39b12 2172 state->used_solve = state->just_used_solve = FALSE;
7959b517 2173
2174 wh = state->w * state->h;
7959b517 2175
c380832d 2176 state->layout = snew(struct mine_layout);
ab53eb64 2177 memset(state->layout, 0, sizeof(struct mine_layout));
c380832d 2178 state->layout->refcount = 1;
2179
23e8c9fd 2180 state->grid = snewn(wh, signed char);
c380832d 2181 memset(state->grid, -2, wh);
2182
2183 if (*desc == 'r') {
2184 desc++;
2185 state->layout->n = atoi(desc);
2186 while (*desc && isdigit((unsigned char)*desc))
2187 desc++; /* skip over mine count */
2188 if (*desc) desc++; /* eat comma */
2189 if (*desc == 'a')
2190 state->layout->unique = FALSE;
7959b517 2191 else
c380832d 2192 state->layout->unique = TRUE;
2193 desc++;
2194 if (*desc) desc++; /* eat comma */
7959b517 2195
c380832d 2196 state->layout->mines = NULL;
2197 state->layout->rs = random_state_decode(desc);
2198 state->layout->me = me;
7959b517 2199
c380832d 2200 } else {
171fbdaa 2201 state->layout->rs = NULL;
2202 state->layout->me = NULL;
c380832d 2203 state->layout->mines = snewn(wh, char);
0a6892db 2204
2205 if (*desc && isdigit((unsigned char)*desc)) {
2206 x = atoi(desc);
2207 while (*desc && isdigit((unsigned char)*desc))
2208 desc++; /* skip over x coordinate */
2209 if (*desc) desc++; /* eat comma */
2210 y = atoi(desc);
2211 while (*desc && isdigit((unsigned char)*desc))
2212 desc++; /* skip over y coordinate */
2213 if (*desc) desc++; /* eat comma */
2214 } else {
2215 x = y = -1;
2216 }
c380832d 2217
2218 if (*desc == 'm') {
2219 masked = TRUE;
2220 desc++;
2221 } else {
0a6892db 2222 if (*desc == 'u')
2223 desc++;
c380832d 2224 /*
2225 * We permit game IDs to be entered by hand without the
2226 * masking transformation.
2227 */
2228 masked = FALSE;
2229 }
7959b517 2230
c380832d 2231 bmp = snewn((wh + 7) / 8, unsigned char);
2232 memset(bmp, 0, (wh + 7) / 8);
2233 for (i = 0; i < (wh+3)/4; i++) {
2234 int c = desc[i];
2235 int v;
2236
2237 assert(c != 0); /* validate_desc should have caught */
2238 if (c >= '0' && c <= '9')
2239 v = c - '0';
2240 else if (c >= 'a' && c <= 'f')
2241 v = c - 'a' + 10;
2242 else if (c >= 'A' && c <= 'F')
2243 v = c - 'A' + 10;
2244 else
2245 v = 0;
2246
2247 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2248 }
7959b517 2249
c380832d 2250 if (masked)
2251 obfuscate_bitmap(bmp, wh, TRUE);
2252
2253 memset(state->layout->mines, 0, wh);
2254 for (i = 0; i < wh; i++) {
2255 if (bmp[i / 8] & (0x80 >> (i % 8)))
2256 state->layout->mines[i] = 1;
2257 }
2258
0a6892db 2259 if (x >= 0 && y >= 0)
2260 ret = open_square(state, x, y);
ab53eb64 2261 sfree(bmp);
c380832d 2262 }
7959b517 2263
2264 return state;
2265}
2266
2267static game_state *dup_game(game_state *state)
2268{
2269 game_state *ret = snew(game_state);
2270
2271 ret->w = state->w;
2272 ret->h = state->h;
2273 ret->n = state->n;
2274 ret->dead = state->dead;
2275 ret->won = state->won;
dfc39b12 2276 ret->used_solve = state->used_solve;
2277 ret->just_used_solve = state->just_used_solve;
c380832d 2278 ret->layout = state->layout;
2279 ret->layout->refcount++;
23e8c9fd 2280 ret->grid = snewn(ret->w * ret->h, signed char);
7959b517 2281 memcpy(ret->grid, state->grid, ret->w * ret->h);
2282
2283 return ret;
2284}
2285
2286static void free_game(game_state *state)
2287{
c380832d 2288 if (--state->layout->refcount <= 0) {
2289 sfree(state->layout->mines);
2290 if (state->layout->rs)
2291 random_free(state->layout->rs);
2292 sfree(state->layout);
2293 }
7959b517 2294 sfree(state->grid);
2295 sfree(state);
2296}
2297
df11cd4e 2298static char *solve_game(game_state *state, game_state *currstate,
c566778e 2299 char *aux, char **error)
7959b517 2300{
dfc39b12 2301 if (!state->layout->mines) {
df11cd4e 2302 *error = "Game has not been started yet";
2303 return NULL;
dfc39b12 2304 }
2305
df11cd4e 2306 return dupstr("S");
7959b517 2307}
2308
2309static char *game_text_format(game_state *state)
2310{
01be48b0 2311 char *ret;
2312 int x, y;
2313
2314 ret = snewn((state->w + 1) * state->h + 1, char);
2315 for (y = 0; y < state->h; y++) {
2316 for (x = 0; x < state->w; x++) {
2317 int v = state->grid[y*state->w+x];
2318 if (v == 0)
2319 v = '-';
2320 else if (v >= 1 && v <= 8)
2321 v = '0' + v;
2322 else if (v == -1)
2323 v = '*';
2324 else if (v == -2 || v == -3)
2325 v = '?';
2326 else if (v >= 64)
2327 v = '!';
2328 ret[y * (state->w+1) + x] = v;
2329 }
2330 ret[y * (state->w+1) + state->w] = '\n';
2331 }
2332 ret[(state->w + 1) * state->h] = '\0';
2333
2334 return ret;
7959b517 2335}
2336
2337struct game_ui {
2338 int hx, hy, hradius; /* for mouse-down highlights */
9350f6e3 2339 int validradius;
7959b517 2340 int flash_is_death;
4d08de49 2341 int deaths, completed;
7959b517 2342};
2343
2344static game_ui *new_ui(game_state *state)
2345{
2346 game_ui *ui = snew(game_ui);
2347 ui->hx = ui->hy = -1;
9350f6e3 2348 ui->hradius = ui->validradius = 0;
11d31eb9 2349 ui->deaths = 0;
4d08de49 2350 ui->completed = FALSE;
7959b517 2351 ui->flash_is_death = FALSE; /* *shrug* */
2352 return ui;
2353}
2354
2355static void free_ui(game_ui *ui)
2356{
2357 sfree(ui);
2358}
2359
844f605f 2360static char *encode_ui(game_ui *ui)
ae8290c6 2361{
2362 char buf[80];
2363 /*
4d08de49 2364 * The deaths counter and completion status need preserving
2365 * across a serialisation.
ae8290c6 2366 */
2367 sprintf(buf, "D%d", ui->deaths);
4d08de49 2368 if (ui->completed)
2369 strcat(buf, "C");
ae8290c6 2370 return dupstr(buf);
2371}
2372
844f605f 2373static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 2374{
00a32916 2375 int p= 0;
4d08de49 2376 sscanf(encoding, "D%d%n", &ui->deaths, &p);
2377 if (encoding[p] == 'C')
2378 ui->completed = TRUE;
ae8290c6 2379}
2380
07dfb697 2381static void game_changed_state(game_ui *ui, game_state *oldstate,
2382 game_state *newstate)
2383{
4d08de49 2384 if (newstate->won)
2385 ui->completed = TRUE;
07dfb697 2386}
2387
1e3e152d 2388struct game_drawstate {
7dfe3b1f 2389 int w, h, started, tilesize, bg;
1e3e152d 2390 signed char *grid;
2391 /*
2392 * Items in this `grid' array have all the same values as in
2393 * the game_state grid, and in addition:
2394 *
2395 * - -10 means the tile was drawn `specially' as a result of a
2396 * flash, so it will always need redrawing.
2397 *
2398 * - -22 and -23 mean the tile is highlighted for a possible
2399 * click.
2400 */
2401};
2402
df11cd4e 2403static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
2404 int x, int y, int button)
7959b517 2405{
7959b517 2406 int cx, cy;
df11cd4e 2407 char buf[256];
7959b517 2408
2409 if (from->dead || from->won)
2410 return NULL; /* no further moves permitted */
2411
2412 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2413 !IS_MOUSE_RELEASE(button))
2414 return NULL;
2415
2416 cx = FROMCOORD(x);
2417 cy = FROMCOORD(y);
7959b517 2418
93b1da3d 2419 if (button == LEFT_BUTTON || button == LEFT_DRAG ||
2420 button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
39c86385 2421 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2422 return NULL;
2423
7959b517 2424 /*
2425 * Mouse-downs and mouse-drags just cause highlighting
2426 * updates.
2427 */
2428 ui->hx = cx;
2429 ui->hy = cy;
2430 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
9350f6e3 2431 if (button == LEFT_BUTTON)
2432 ui->validradius = ui->hradius;
2433 else if (button == MIDDLE_BUTTON)
2434 ui->validradius = 1;
df11cd4e 2435 return "";
7959b517 2436 }
2437
2438 if (button == RIGHT_BUTTON) {
39c86385 2439 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2440 return NULL;
2441
7959b517 2442 /*
2443 * Right-clicking only works on a covered square, and it
2444 * toggles between -1 (marked as mine) and -2 (not marked
2445 * as mine).
2446 *
2447 * FIXME: question marks.
2448 */
2449 if (from->grid[cy * from->w + cx] != -2 &&
2450 from->grid[cy * from->w + cx] != -1)
2451 return NULL;
2452
df11cd4e 2453 sprintf(buf, "F%d,%d", cx, cy);
2454 return dupstr(buf);
7959b517 2455 }
2456
93b1da3d 2457 if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
7959b517 2458 ui->hx = ui->hy = -1;
2459 ui->hradius = 0;
2460
2461 /*
2462 * At this stage we must never return NULL: we have adjusted
df11cd4e 2463 * the ui, so at worst we return "".
7959b517 2464 */
39c86385 2465 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
df11cd4e 2466 return "";
7959b517 2467
2468 /*
2469 * Left-clicking on a covered square opens a tile. Not
2470 * permitted if the tile is marked as a mine, for safety.
2471 * (Unmark it and _then_ open it.)
2472 */
93b1da3d 2473 if (button == LEFT_RELEASE &&
2474 (from->grid[cy * from->w + cx] == -2 ||
9350f6e3 2475 from->grid[cy * from->w + cx] == -3) &&
2476 ui->validradius == 0) {
df11cd4e 2477 /* Check if you've killed yourself. */
2478 if (from->layout->mines && from->layout->mines[cy * from->w + cx])
2479 ui->deaths++;
2480
2481 sprintf(buf, "O%d,%d", cx, cy);
2482 return dupstr(buf);
7959b517 2483 }
2484
2485 /*
93b1da3d 2486 * Left-clicking or middle-clicking on an uncovered tile:
2487 * first we check to see if the number of mine markers
2488 * surrounding the tile is equal to its mine count, and if
2489 * so then we open all other surrounding squares.
7959b517 2490 */
9350f6e3 2491 if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) {
7959b517 2492 int dy, dx, n;
2493
2494 /* Count mine markers. */
2495 n = 0;
2496 for (dy = -1; dy <= +1; dy++)
2497 for (dx = -1; dx <= +1; dx++)
2498 if (cx+dx >= 0 && cx+dx < from->w &&
2499 cy+dy >= 0 && cy+dy < from->h) {
2500 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2501 n++;
2502 }
2503
2504 if (n == from->grid[cy * from->w + cx]) {
df11cd4e 2505
2506 /*
2507 * Now see if any of the squares we're clearing
2508 * contains a mine (which will happen iff you've
2509 * incorrectly marked the mines around the clicked
2510 * square). If so, we open _just_ those squares, to
2511 * reveal as little additional information as we
2512 * can.
2513 */
2514 char *p = buf;
2515 char *sep = "";
2516
2517 for (dy = -1; dy <= +1; dy++)
2518 for (dx = -1; dx <= +1; dx++)
2519 if (cx+dx >= 0 && cx+dx < from->w &&
2520 cy+dy >= 0 && cy+dy < from->h) {
2521 if (from->grid[(cy+dy)*from->w+(cx+dx)] != -1 &&
2522 from->layout->mines &&
2523 from->layout->mines[(cy+dy)*from->w+(cx+dx)]) {
2524 p += sprintf(p, "%sO%d,%d", sep, cx+dx, cy+dy);
2525 sep = ";";
2526 }
2527 }
2528
2529 if (p > buf) {
2530 ui->deaths++;
2531 } else {
2532 sprintf(buf, "C%d,%d", cx, cy);
2533 }
2534
2535 return dupstr(buf);
2536 }
2537 }
2538
2539 return "";
2540 }
2541
2542 return NULL;
2543}
2544
2545static game_state *execute_move(game_state *from, char *move)
2546{
2547 int cy, cx;
2548 game_state *ret;
2549
2550 if (!strcmp(move, "S")) {
2551 /*
2552 * Simply expose the entire grid as if it were a completed
2553 * solution.
2554 */
2555 int yy, xx;
2556
2557 ret = dup_game(from);
2558 for (yy = 0; yy < ret->h; yy++)
2559 for (xx = 0; xx < ret->w; xx++) {
2560
2561 if (ret->layout->mines[yy*ret->w+xx]) {
2562 ret->grid[yy*ret->w+xx] = -1;
2563 } else {
2564 int dx, dy, v;
2565
2566 v = 0;
2567
2568 for (dx = -1; dx <= +1; dx++)
2569 for (dy = -1; dy <= +1; dy++)
2570 if (xx+dx >= 0 && xx+dx < ret->w &&
2571 yy+dy >= 0 && yy+dy < ret->h &&
2572 ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
2573 v++;
2574
2575 ret->grid[yy*ret->w+xx] = v;
2576 }
2577 }
2578 ret->used_solve = ret->just_used_solve = TRUE;
2579 ret->won = TRUE;
2580
2581 return ret;
2582 } else {
2583 ret = dup_game(from);
2584 ret->just_used_solve = FALSE;
2585
2586 while (*move) {
2587 if (move[0] == 'F' &&
2588 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2589 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2590 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2591 } else if (move[0] == 'O' &&
2592 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2593 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2594 open_square(ret, cx, cy);
2595 } else if (move[0] == 'C' &&
2596 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2597 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2598 int dx, dy;
2599
7959b517 2600 for (dy = -1; dy <= +1; dy++)
2601 for (dx = -1; dx <= +1; dx++)
2602 if (cx+dx >= 0 && cx+dx < ret->w &&
2603 cy+dy >= 0 && cy+dy < ret->h &&
2604 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2605 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2606 open_square(ret, cx+dx, cy+dy);
df11cd4e 2607 } else {
2608 free_game(ret);
2609 return NULL;
7959b517 2610 }
df11cd4e 2611
2612 while (*move && *move != ';') move++;
2613 if (*move) move++;
7959b517 2614 }
2615
df11cd4e 2616 return ret;
7959b517 2617 }
7959b517 2618}
2619
2620/* ----------------------------------------------------------------------
2621 * Drawing routines.
2622 */
2623
1f3ee4ee 2624static void game_compute_size(game_params *params, int tilesize,
2625 int *x, int *y)
1e3e152d 2626{
1f3ee4ee 2627 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2628 struct { int tilesize; } ads, *ds = &ads;
2629 ads.tilesize = tilesize;
7959b517 2630
7959b517 2631 *x = BORDER * 2 + TILE_SIZE * params->w;
2632 *y = BORDER * 2 + TILE_SIZE * params->h;
2633}
2634
dafd6cf6 2635static void game_set_size(drawing *dr, game_drawstate *ds,
2636 game_params *params, int tilesize)
1f3ee4ee 2637{
2638 ds->tilesize = tilesize;
2639}
2640
8266f3fc 2641static float *game_colours(frontend *fe, int *ncolours)
7959b517 2642{
2643 float *ret = snewn(3 * NCOLOURS, float);
2644
2645 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2646
87871cf1 2647 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2648 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2649 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2650
7959b517 2651 ret[COL_1 * 3 + 0] = 0.0F;
2652 ret[COL_1 * 3 + 1] = 0.0F;
2653 ret[COL_1 * 3 + 2] = 1.0F;
2654
2655 ret[COL_2 * 3 + 0] = 0.0F;
2656 ret[COL_2 * 3 + 1] = 0.5F;
2657 ret[COL_2 * 3 + 2] = 0.0F;
2658
2659 ret[COL_3 * 3 + 0] = 1.0F;
2660 ret[COL_3 * 3 + 1] = 0.0F;
2661 ret[COL_3 * 3 + 2] = 0.0F;
2662
2663 ret[COL_4 * 3 + 0] = 0.0F;
2664 ret[COL_4 * 3 + 1] = 0.0F;
2665 ret[COL_4 * 3 + 2] = 0.5F;
2666
2667 ret[COL_5 * 3 + 0] = 0.5F;
2668 ret[COL_5 * 3 + 1] = 0.0F;
2669 ret[COL_5 * 3 + 2] = 0.0F;
2670
2671 ret[COL_6 * 3 + 0] = 0.0F;
2672 ret[COL_6 * 3 + 1] = 0.5F;
2673 ret[COL_6 * 3 + 2] = 0.5F;
2674
2675 ret[COL_7 * 3 + 0] = 0.0F;
2676 ret[COL_7 * 3 + 1] = 0.0F;
2677 ret[COL_7 * 3 + 2] = 0.0F;
2678
2679 ret[COL_8 * 3 + 0] = 0.5F;
2680 ret[COL_8 * 3 + 1] = 0.5F;
2681 ret[COL_8 * 3 + 2] = 0.5F;
2682
2683 ret[COL_MINE * 3 + 0] = 0.0F;
2684 ret[COL_MINE * 3 + 1] = 0.0F;
2685 ret[COL_MINE * 3 + 2] = 0.0F;
2686
2687 ret[COL_BANG * 3 + 0] = 1.0F;
2688 ret[COL_BANG * 3 + 1] = 0.0F;
2689 ret[COL_BANG * 3 + 2] = 0.0F;
2690
2691 ret[COL_CROSS * 3 + 0] = 1.0F;
2692 ret[COL_CROSS * 3 + 1] = 0.0F;
2693 ret[COL_CROSS * 3 + 2] = 0.0F;
2694
2695 ret[COL_FLAG * 3 + 0] = 1.0F;
2696 ret[COL_FLAG * 3 + 1] = 0.0F;
2697 ret[COL_FLAG * 3 + 2] = 0.0F;
2698
2699 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2700 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2701 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2702
2703 ret[COL_QUERY * 3 + 0] = 0.0F;
2704 ret[COL_QUERY * 3 + 1] = 0.0F;
2705 ret[COL_QUERY * 3 + 2] = 0.0F;
2706
2707 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2708 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2709 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2710
2711 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2712 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2713 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2714
2715 *ncolours = NCOLOURS;
2716 return ret;
2717}
2718
dafd6cf6 2719static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
7959b517 2720{
2721 struct game_drawstate *ds = snew(struct game_drawstate);
2722
2723 ds->w = state->w;
2724 ds->h = state->h;
2725 ds->started = FALSE;
1e3e152d 2726 ds->tilesize = 0; /* not decided yet */
23e8c9fd 2727 ds->grid = snewn(ds->w * ds->h, signed char);
7dfe3b1f 2728 ds->bg = -1;
7959b517 2729
2730 memset(ds->grid, -99, ds->w * ds->h);
2731
2732 return ds;
2733}
2734
dafd6cf6 2735static void game_free_drawstate(drawing *dr, game_drawstate *ds)
7959b517 2736{
2737 sfree(ds->grid);
2738 sfree(ds);
2739}
2740
dafd6cf6 2741static void draw_tile(drawing *dr, game_drawstate *ds,
1e3e152d 2742 int x, int y, int v, int bg)
7959b517 2743{
2744 if (v < 0) {
2745 int coords[12];
2746 int hl = 0;
2747
2748 if (v == -22 || v == -23) {
2749 v += 20;
2750
2751 /*
2752 * Omit the highlights in this case.
2753 */
dafd6cf6 2754 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
87871cf1 2755 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
dafd6cf6 2756 draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2757 draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
7959b517 2758 } else {
2759 /*
2760 * Draw highlights to indicate the square is covered.
2761 */
2762 coords[0] = x + TILE_SIZE - 1;
2763 coords[1] = y + TILE_SIZE - 1;
2764 coords[2] = x + TILE_SIZE - 1;
2765 coords[3] = y;
2766 coords[4] = x;
2767 coords[5] = y + TILE_SIZE - 1;
dafd6cf6 2768 draw_polygon(dr, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl);
7959b517 2769
2770 coords[0] = x;
2771 coords[1] = y;
dafd6cf6 2772 draw_polygon(dr, coords, 3, COL_HIGHLIGHT ^ hl,
28b5987d 2773 COL_HIGHLIGHT ^ hl);
7959b517 2774
dafd6cf6 2775 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
7959b517 2776 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2777 bg);
2778 }
2779
2780 if (v == -1) {
2781 /*
2782 * Draw a flag.
2783 */
2784#define SETCOORD(n, dx, dy) do { \
2785 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2786 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2787} while (0)
2788 SETCOORD(0, 0.6, 0.35);
2789 SETCOORD(1, 0.6, 0.7);
2790 SETCOORD(2, 0.8, 0.8);
2791 SETCOORD(3, 0.25, 0.8);
2792 SETCOORD(4, 0.55, 0.7);
2793 SETCOORD(5, 0.55, 0.35);
dafd6cf6 2794 draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
7959b517 2795
2796 SETCOORD(0, 0.6, 0.2);
2797 SETCOORD(1, 0.6, 0.5);
2798 SETCOORD(2, 0.2, 0.35);
dafd6cf6 2799 draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
7959b517 2800#undef SETCOORD
2801
2802 } else if (v == -3) {
2803 /*
2804 * Draw a question mark.
2805 */
dafd6cf6 2806 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
7959b517 2807 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2808 ALIGN_VCENTRE | ALIGN_HCENTRE,
2809 COL_QUERY, "?");
2810 }
2811 } else {
2812 /*
2813 * Clear the square to the background colour, and draw thin
2814 * grid lines along the top and left.
2815 *
2816 * Exception is that for value 65 (mine we've just trodden
2817 * on), we clear the square to COL_BANG.
2818 */
dafd6cf6 2819 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
87871cf1 2820 (v == 65 ? COL_BANG :
2821 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
dafd6cf6 2822 draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2823 draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
7959b517 2824
2825 if (v > 0 && v <= 8) {
2826 /*
2827 * Mark a number.
2828 */
2829 char str[2];
2830 str[0] = v + '0';
2831 str[1] = '\0';
dafd6cf6 2832 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
7959b517 2833 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2834 ALIGN_VCENTRE | ALIGN_HCENTRE,
2835 (COL_1 - 1) + v, str);
2836
2837 } else if (v >= 64) {
2838 /*
2839 * Mark a mine.
2840 *
2841 * FIXME: this could be done better!
2842 */
2843#if 0
dafd6cf6 2844 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
7959b517 2845 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2846 ALIGN_VCENTRE | ALIGN_HCENTRE,
2847 COL_MINE, "*");
2848#else
2849 {
2850 int cx = x + TILE_SIZE / 2;
2851 int cy = y + TILE_SIZE / 2;
2852 int r = TILE_SIZE / 2 - 3;
2853 int coords[4*5*2];
2854 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2855 int tdx, tdy, i;
2856
2857 for (i = 0; i < 4*5*2; i += 5*2) {
2858 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2859 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2860 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2861 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2862 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2863 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2864 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2865 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2866 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2867 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2868
2869 tdx = ydx;
2870 tdy = ydy;
2871 ydx = xdx;
2872 ydy = xdy;
2873 xdx = -tdx;
2874 xdy = -tdy;
2875 }
2876
dafd6cf6 2877 draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE);
7959b517 2878
dafd6cf6 2879 draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
7959b517 2880 }
2881#endif
2882
2883 if (v == 66) {
2884 /*
2885 * Cross through the mine.
2886 */
2887 int dx;
2888 for (dx = -1; dx <= +1; dx++) {
dafd6cf6 2889 draw_line(dr, x + 3 + dx, y + 2,
7959b517 2890 x + TILE_SIZE - 3 + dx,
2891 y + TILE_SIZE - 2, COL_CROSS);
dafd6cf6 2892 draw_line(dr, x + TILE_SIZE - 3 + dx, y + 2,
7959b517 2893 x + 3 + dx, y + TILE_SIZE - 2,
2894 COL_CROSS);
2895 }
2896 }
2897 }
2898 }
2899
dafd6cf6 2900 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
7959b517 2901}
2902
dafd6cf6 2903static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
7959b517 2904 game_state *state, int dir, game_ui *ui,
2905 float animtime, float flashtime)
2906{
2907 int x, y;
2908 int mines, markers, bg;
2909
2910 if (flashtime) {
2911 int frame = (flashtime / FLASH_FRAME);
2912 if (frame % 2)
2913 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2914 else
2915 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2916 } else
2917 bg = COL_BACKGROUND;
2918
2919 if (!ds->started) {
19f24306 2920 int coords[10];
7959b517 2921
dafd6cf6 2922 draw_rect(dr, 0, 0,
7959b517 2923 TILE_SIZE * state->w + 2 * BORDER,
2924 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
dafd6cf6 2925 draw_update(dr, 0, 0,
7959b517 2926 TILE_SIZE * state->w + 2 * BORDER,
2927 TILE_SIZE * state->h + 2 * BORDER);
2928
2929 /*
2930 * Recessed area containing the whole puzzle.
2931 */
2932 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2933 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2934 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2935 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
19f24306 2936 coords[4] = coords[2] - TILE_SIZE;
2937 coords[5] = coords[3] + TILE_SIZE;
2938 coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2939 coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2940 coords[6] = coords[8] + TILE_SIZE;
2941 coords[7] = coords[9] - TILE_SIZE;
dafd6cf6 2942 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
7959b517 2943
2944 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2945 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
dafd6cf6 2946 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
7959b517 2947
2948 ds->started = TRUE;
2949 }
2950
2951 /*
2952 * Now draw the tiles. Also in this loop, count up the number
2953 * of mines and mine markers.
2954 */
2955 mines = markers = 0;
2956 for (y = 0; y < ds->h; y++)
2957 for (x = 0; x < ds->w; x++) {
2958 int v = state->grid[y*ds->w+x];
2959
2960 if (v == -1)
2961 markers++;
c380832d 2962 if (state->layout->mines && state->layout->mines[y*ds->w+x])
7959b517 2963 mines++;
2964
2965 if ((v == -2 || v == -3) &&
2966 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2967 v -= 20;
2968
7dfe3b1f 2969 if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
dafd6cf6 2970 draw_tile(dr, ds, COORD(x), COORD(y), v, bg);
7dfe3b1f 2971 ds->grid[y*ds->w+x] = v;
7959b517 2972 }
2973 }
7dfe3b1f 2974 ds->bg = bg;
7959b517 2975
c380832d 2976 if (!state->layout->mines)
2977 mines = state->layout->n;
2978
7959b517 2979 /*
2980 * Update the status bar.
2981 */
2982 {
2983 char statusbar[512];
2984 if (state->dead) {
11d31eb9 2985 sprintf(statusbar, "DEAD!");
7959b517 2986 } else if (state->won) {
dfc39b12 2987 if (state->used_solve)
2988 sprintf(statusbar, "Auto-solved.");
2989 else
2990 sprintf(statusbar, "COMPLETED!");
7959b517 2991 } else {
11d31eb9 2992 sprintf(statusbar, "Marked: %d / %d", markers, mines);
7959b517 2993 }
11d31eb9 2994 if (ui->deaths)
2995 sprintf(statusbar + strlen(statusbar),
2996 " Deaths: %d", ui->deaths);
dafd6cf6 2997 status_bar(dr, statusbar);
7959b517 2998 }
2999}
3000
3001static float game_anim_length(game_state *oldstate, game_state *newstate,
3002 int dir, game_ui *ui)
3003{
3004 return 0.0F;
3005}
3006
3007static float game_flash_length(game_state *oldstate, game_state *newstate,
3008 int dir, game_ui *ui)
3009{
dfc39b12 3010 if (oldstate->used_solve || newstate->used_solve)
3011 return 0.0F;
3012
7959b517 3013 if (dir > 0 && !oldstate->dead && !oldstate->won) {
3014 if (newstate->dead) {
3015 ui->flash_is_death = TRUE;
3016 return 3 * FLASH_FRAME;
3017 }
3018 if (newstate->won) {
3019 ui->flash_is_death = FALSE;
3020 return 2 * FLASH_FRAME;
3021 }
3022 }
3023 return 0.0F;
3024}
3025
3026static int game_wants_statusbar(void)
3027{
3028 return TRUE;
3029}
3030
4d08de49 3031static int game_timing_state(game_state *state, game_ui *ui)
48dcdd62 3032{
4d08de49 3033 if (state->dead || state->won || ui->completed || !state->layout->mines)
48dcdd62 3034 return FALSE;
3035 return TRUE;
3036}
3037
dafd6cf6 3038static void game_print_size(game_params *params, float *x, float *y)
3039{
3040}
3041
3042static void game_print(drawing *dr, game_state *state, int tilesize)
3043{
3044}
3045
7959b517 3046#ifdef COMBINED
3047#define thegame mines
3048#endif
3049
3050const struct game thegame = {
3051 "Mines", "games.mines",
3052 default_params,
3053 game_fetch_preset,
3054 decode_params,
3055 encode_params,
3056 free_params,
3057 dup_params,
3058 TRUE, game_configure, custom_params,
3059 validate_params,
3060 new_game_desc,
7959b517 3061 validate_desc,
3062 new_game,
3063 dup_game,
3064 free_game,
dfc39b12 3065 TRUE, solve_game,
01be48b0 3066 TRUE, game_text_format,
7959b517 3067 new_ui,
3068 free_ui,
ae8290c6 3069 encode_ui,
3070 decode_ui,
07dfb697 3071 game_changed_state,
df11cd4e 3072 interpret_move,
3073 execute_move,
1f3ee4ee 3074 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
7959b517 3075 game_colours,
3076 game_new_drawstate,
3077 game_free_drawstate,
3078 game_redraw,
3079 game_anim_length,
3080 game_flash_length,
dafd6cf6 3081 FALSE, FALSE, game_print_size, game_print,
7959b517 3082 game_wants_statusbar,
48dcdd62 3083 TRUE, game_timing_state,
93b1da3d 3084 BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
7959b517 3085};
f17c2cda 3086
3087#ifdef STANDALONE_OBFUSCATOR
3088
3089/*
3090 * Vaguely useful stand-alone program which translates between
3091 * obfuscated and clear Mines game descriptions. Pass in a game
3092 * description on the command line, and if it's clear it will be
3093 * obfuscated and vice versa. The output text should also be a
3094 * valid game ID describing the same game. Like this:
3095 *
3096 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3097 * 9x9:4,4,004000007c00010022080
3098 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3099 * 9x9:4,4,mb071b49fbd1cb6a0d5868
f17c2cda 3100 */
3101
f17c2cda 3102int main(int argc, char **argv)
3103{
3104 game_params *p;
3105 game_state *s;
f17c2cda 3106 char *id = NULL, *desc, *err;
3107 int y, x;
f17c2cda 3108
3109 while (--argc > 0) {
3110 char *p = *++argv;
3111 if (*p == '-') {
8317499a 3112 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
f17c2cda 3113 return 1;
3114 } else {
3115 id = p;
3116 }
3117 }
3118
3119 if (!id) {
3120 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
3121 return 1;
3122 }
3123
3124 desc = strchr(id, ':');
3125 if (!desc) {
3126 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3127 return 1;
3128 }
3129 *desc++ = '\0';
3130
3131 p = default_params();
3132 decode_params(p, id);
3133 err = validate_desc(p, desc);
3134 if (err) {
3135 fprintf(stderr, "%s: %s\n", argv[0], err);
3136 return 1;
3137 }
3138 s = new_game(NULL, p, desc);
3139
3140 x = atoi(desc);
3141 while (*desc && *desc != ',') desc++;
3142 if (*desc) desc++;
3143 y = atoi(desc);
3144 while (*desc && *desc != ',') desc++;
3145 if (*desc) desc++;
3146
3147 printf("%s:%s\n", id, describe_layout(s->layout->mines,
3148 p->w * p->h,
3149 x, y,
3150 (*desc != 'm')));
3151
3152 return 0;
3153}
3154
3155#endif