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