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 | |
41 | enum { |
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 | |
58 | struct game_params { |
59 | int w, h, n; |
60 | int unique; |
61 | }; |
62 | |
63 | struct 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 | |
91 | static 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 | |
102 | static 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 | |
128 | static void free_params(game_params *params) |
129 | { |
130 | sfree(params); |
131 | } |
132 | |
133 | static 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 | |
140 | static 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 | |
170 | static 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 | |
190 | static 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 | |
228 | static 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 | |
240 | static 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 | */ |
266 | static 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 | */ |
281 | struct set { |
282 | short x, y, mask, mines; |
283 | int todo; |
284 | struct set *prev, *next; |
285 | }; |
286 | |
287 | static 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 | |
308 | struct setstore { |
309 | tree234 *sets; |
310 | struct set *todo_head, *todo_tail; |
311 | }; |
312 | |
313 | static 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 | */ |
326 | static 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 | |
371 | static 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 | |
391 | static 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 | |
430 | static 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 | */ |
467 | static 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 | */ |
519 | static 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 | |
536 | struct squaretodo { |
537 | int *next; |
538 | int head, tail; |
539 | }; |
540 | |
541 | static 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 | |
551 | static 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 | */ |
593 | struct perturbation { |
594 | int x, y; |
595 | int delta; /* +1 == become a mine; -1 == cleared */ |
596 | }; |
597 | struct 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 | */ |
618 | static 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 | |
1268 | struct minectx { |
1269 | char *grid; |
1270 | int w, h; |
1271 | int sx, sy; |
1272 | random_state *rs; |
1273 | }; |
1274 | |
1275 | static 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(). */ |
1302 | struct square { |
1303 | int x, y, type, random; |
1304 | }; |
1305 | static 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 | |
1328 | static 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 | |
1576 | static 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 | */ |
1701 | static 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 | |
1791 | static 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 | |
1839 | static void game_free_aux_info(game_aux_info *aux) |
1840 | { |
1841 | assert(!"Shouldn't happen"); |
1842 | } |
1843 | |
1844 | static 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 | |
1879 | static 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 | |
1983 | static 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 | |
2060 | static 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 | |
2077 | static void free_game(game_state *state) |
2078 | { |
2079 | sfree(state->mines); |
2080 | sfree(state->grid); |
2081 | sfree(state); |
2082 | } |
2083 | |
2084 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
2085 | char **error) |
2086 | { |
2087 | return NULL; |
2088 | } |
2089 | |
2090 | static char *game_text_format(game_state *state) |
2091 | { |
2092 | return NULL; |
2093 | } |
2094 | |
2095 | struct game_ui { |
2096 | int hx, hy, hradius; /* for mouse-down highlights */ |
2097 | int flash_is_death; |
2098 | }; |
2099 | |
2100 | static 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 | |
2109 | static void free_ui(game_ui *ui) |
2110 | { |
2111 | sfree(ui); |
2112 | } |
2113 | |
2114 | static 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 | |
2224 | struct 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 | |
2239 | static 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 | |
2245 | static 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 | |
2319 | static 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 | |
2333 | static void game_free_drawstate(game_drawstate *ds) |
2334 | { |
2335 | sfree(ds->grid); |
2336 | sfree(ds); |
2337 | } |
2338 | |
2339 | static 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 | |
2502 | static 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 | |
2588 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2589 | int dir, game_ui *ui) |
2590 | { |
2591 | return 0.0F; |
2592 | } |
2593 | |
2594 | static 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 | |
2610 | static int game_wants_statusbar(void) |
2611 | { |
2612 | return TRUE; |
2613 | } |
2614 | |
2615 | #ifdef COMBINED |
2616 | #define thegame mines |
2617 | #endif |
2618 | |
2619 | const 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 | }; |