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