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 | |
c380832d |
63 | struct mine_layout { |
64 | /* |
65 | * This structure is shared between all the game_states for a |
66 | * given instance of the puzzle, so we reference-count it. |
67 | */ |
68 | int refcount; |
69 | char *mines; |
70 | /* |
71 | * If we haven't yet actually generated the mine layout, here's |
72 | * all the data we will need to do so. |
73 | */ |
74 | int n, unique; |
75 | random_state *rs; |
76 | midend_data *me; /* to give back the new game desc */ |
77 | }; |
78 | |
7959b517 |
79 | struct game_state { |
80 | int w, h, n, dead, won; |
c380832d |
81 | struct mine_layout *layout; /* real mine positions */ |
7959b517 |
82 | char *grid; /* player knowledge */ |
83 | /* |
84 | * Each item in the `grid' array is one of the following values: |
85 | * |
86 | * - 0 to 8 mean the square is open and has a surrounding mine |
87 | * count. |
88 | * |
89 | * - -1 means the square is marked as a mine. |
90 | * |
91 | * - -2 means the square is unknown. |
92 | * |
93 | * - -3 means the square is marked with a question mark |
94 | * (FIXME: do we even want to bother with this?). |
95 | * |
96 | * - 64 means the square has had a mine revealed when the game |
97 | * was lost. |
98 | * |
99 | * - 65 means the square had a mine revealed and this was the |
100 | * one the player hits. |
101 | * |
102 | * - 66 means the square has a crossed-out mine because the |
103 | * player had incorrectly marked it. |
104 | */ |
105 | }; |
106 | |
107 | static game_params *default_params(void) |
108 | { |
109 | game_params *ret = snew(game_params); |
110 | |
111 | ret->w = ret->h = 9; |
112 | ret->n = 10; |
113 | ret->unique = TRUE; |
114 | |
115 | return ret; |
116 | } |
117 | |
118 | static int game_fetch_preset(int i, char **name, game_params **params) |
119 | { |
120 | game_params *ret; |
121 | char str[80]; |
122 | static const struct { int w, h, n; } values[] = { |
123 | {9, 9, 10}, |
124 | {16, 16, 40}, |
125 | {30, 16, 99}, |
126 | }; |
127 | |
128 | if (i < 0 || i >= lenof(values)) |
129 | return FALSE; |
130 | |
131 | ret = snew(game_params); |
132 | ret->w = values[i].w; |
133 | ret->h = values[i].h; |
134 | ret->n = values[i].n; |
135 | ret->unique = TRUE; |
136 | |
137 | sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n); |
138 | |
139 | *name = dupstr(str); |
140 | *params = ret; |
141 | return TRUE; |
142 | } |
143 | |
144 | static void free_params(game_params *params) |
145 | { |
146 | sfree(params); |
147 | } |
148 | |
149 | static game_params *dup_params(game_params *params) |
150 | { |
151 | game_params *ret = snew(game_params); |
152 | *ret = *params; /* structure copy */ |
153 | return ret; |
154 | } |
155 | |
156 | static void decode_params(game_params *params, char const *string) |
157 | { |
158 | char const *p = string; |
159 | |
160 | params->w = atoi(p); |
161 | while (*p && isdigit((unsigned char)*p)) p++; |
162 | if (*p == 'x') { |
163 | p++; |
164 | params->h = atoi(p); |
165 | while (*p && isdigit((unsigned char)*p)) p++; |
166 | } else { |
167 | params->h = params->w; |
168 | } |
169 | if (*p == 'n') { |
170 | p++; |
171 | params->n = atoi(p); |
172 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
173 | } else { |
174 | params->n = params->w * params->h / 10; |
175 | } |
176 | |
177 | while (*p) { |
178 | if (*p == 'a') { |
179 | p++; |
180 | params->unique = FALSE; |
181 | } else |
182 | p++; /* skip any other gunk */ |
183 | } |
184 | } |
185 | |
186 | static char *encode_params(game_params *params, int full) |
187 | { |
188 | char ret[400]; |
189 | int len; |
190 | |
191 | len = sprintf(ret, "%dx%d", params->w, params->h); |
192 | /* |
193 | * Mine count is a generation-time parameter, since it can be |
194 | * deduced from the mine bitmap! |
195 | */ |
196 | if (full) |
197 | len += sprintf(ret+len, "n%d", params->n); |
198 | if (full && !params->unique) |
199 | ret[len++] = 'a'; |
200 | assert(len < lenof(ret)); |
201 | ret[len] = '\0'; |
202 | |
203 | return dupstr(ret); |
204 | } |
205 | |
206 | static config_item *game_configure(game_params *params) |
207 | { |
208 | config_item *ret; |
209 | char buf[80]; |
210 | |
211 | ret = snewn(5, config_item); |
212 | |
213 | ret[0].name = "Width"; |
214 | ret[0].type = C_STRING; |
215 | sprintf(buf, "%d", params->w); |
216 | ret[0].sval = dupstr(buf); |
217 | ret[0].ival = 0; |
218 | |
219 | ret[1].name = "Height"; |
220 | ret[1].type = C_STRING; |
221 | sprintf(buf, "%d", params->h); |
222 | ret[1].sval = dupstr(buf); |
223 | ret[1].ival = 0; |
224 | |
225 | ret[2].name = "Mines"; |
226 | ret[2].type = C_STRING; |
227 | sprintf(buf, "%d", params->n); |
228 | ret[2].sval = dupstr(buf); |
229 | ret[2].ival = 0; |
230 | |
231 | ret[3].name = "Ensure solubility"; |
232 | ret[3].type = C_BOOLEAN; |
233 | ret[3].sval = NULL; |
234 | ret[3].ival = params->unique; |
235 | |
236 | ret[4].name = NULL; |
237 | ret[4].type = C_END; |
238 | ret[4].sval = NULL; |
239 | ret[4].ival = 0; |
240 | |
241 | return ret; |
242 | } |
243 | |
244 | static game_params *custom_params(config_item *cfg) |
245 | { |
246 | game_params *ret = snew(game_params); |
247 | |
248 | ret->w = atoi(cfg[0].sval); |
249 | ret->h = atoi(cfg[1].sval); |
250 | ret->n = atoi(cfg[2].sval); |
08781119 |
251 | if (strchr(cfg[2].sval, '%')) |
252 | ret->n = ret->n * (ret->w * ret->h) / 100; |
7959b517 |
253 | ret->unique = cfg[3].ival; |
254 | |
255 | return ret; |
256 | } |
257 | |
258 | static char *validate_params(game_params *params) |
259 | { |
260 | if (params->w <= 0 && params->h <= 0) |
261 | return "Width and height must both be greater than zero"; |
262 | if (params->w <= 0) |
263 | return "Width must be greater than zero"; |
264 | if (params->h <= 0) |
265 | return "Height must be greater than zero"; |
266 | |
267 | /* |
268 | * FIXME: Need more constraints here. Not sure what the |
269 | * sensible limits for Minesweeper actually are. The limits |
270 | * probably ought to change, however, depending on uniqueness. |
271 | */ |
272 | |
273 | return NULL; |
274 | } |
275 | |
276 | /* ---------------------------------------------------------------------- |
277 | * Minesweeper solver, used to ensure the generated grids are |
278 | * solvable without having to take risks. |
279 | */ |
280 | |
281 | /* |
282 | * Count the bits in a word. Only needs to cope with 16 bits. |
283 | */ |
284 | static int bitcount16(int word) |
285 | { |
286 | word = ((word & 0xAAAA) >> 1) + (word & 0x5555); |
287 | word = ((word & 0xCCCC) >> 2) + (word & 0x3333); |
288 | word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F); |
289 | word = ((word & 0xFF00) >> 8) + (word & 0x00FF); |
290 | |
291 | return word; |
292 | } |
293 | |
294 | /* |
295 | * We use a tree234 to store a large number of small localised |
296 | * sets, each with a mine count. We also keep some of those sets |
297 | * linked together into a to-do list. |
298 | */ |
299 | struct set { |
300 | short x, y, mask, mines; |
301 | int todo; |
302 | struct set *prev, *next; |
303 | }; |
304 | |
305 | static int setcmp(void *av, void *bv) |
306 | { |
307 | struct set *a = (struct set *)av; |
308 | struct set *b = (struct set *)bv; |
309 | |
310 | if (a->y < b->y) |
311 | return -1; |
312 | else if (a->y > b->y) |
313 | return +1; |
314 | else if (a->x < b->x) |
315 | return -1; |
316 | else if (a->x > b->x) |
317 | return +1; |
318 | else if (a->mask < b->mask) |
319 | return -1; |
320 | else if (a->mask > b->mask) |
321 | return +1; |
322 | else |
323 | return 0; |
324 | } |
325 | |
326 | struct setstore { |
327 | tree234 *sets; |
328 | struct set *todo_head, *todo_tail; |
329 | }; |
330 | |
331 | static struct setstore *ss_new(void) |
332 | { |
333 | struct setstore *ss = snew(struct setstore); |
334 | ss->sets = newtree234(setcmp); |
335 | ss->todo_head = ss->todo_tail = NULL; |
336 | return ss; |
337 | } |
338 | |
339 | /* |
340 | * Take two input sets, in the form (x,y,mask). Munge the first by |
341 | * taking either its intersection with the second or its difference |
342 | * with the second. Return the new mask part of the first set. |
343 | */ |
344 | static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2, |
345 | int diff) |
346 | { |
347 | /* |
348 | * Adjust the second set so that it has the same x,y |
349 | * coordinates as the first. |
350 | */ |
351 | if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) { |
352 | mask2 = 0; |
353 | } else { |
354 | while (x2 > x1) { |
355 | mask2 &= ~(4|32|256); |
356 | mask2 <<= 1; |
357 | x2--; |
358 | } |
359 | while (x2 < x1) { |
360 | mask2 &= ~(1|8|64); |
361 | mask2 >>= 1; |
362 | x2++; |
363 | } |
364 | while (y2 > y1) { |
365 | mask2 &= ~(64|128|256); |
366 | mask2 <<= 3; |
367 | y2--; |
368 | } |
369 | while (y2 < y1) { |
370 | mask2 &= ~(1|2|4); |
371 | mask2 >>= 3; |
372 | y2++; |
373 | } |
374 | } |
375 | |
376 | /* |
377 | * Invert the second set if `diff' is set (we're after A &~ B |
378 | * rather than A & B). |
379 | */ |
380 | if (diff) |
381 | mask2 ^= 511; |
382 | |
383 | /* |
384 | * Now all that's left is a logical AND. |
385 | */ |
386 | return mask1 & mask2; |
387 | } |
388 | |
389 | static void ss_add_todo(struct setstore *ss, struct set *s) |
390 | { |
391 | if (s->todo) |
392 | return; /* already on it */ |
393 | |
394 | #ifdef SOLVER_DIAGNOSTICS |
395 | printf("adding set on todo list: %d,%d %03x %d\n", |
396 | s->x, s->y, s->mask, s->mines); |
397 | #endif |
398 | |
399 | s->prev = ss->todo_tail; |
400 | if (s->prev) |
401 | s->prev->next = s; |
402 | else |
403 | ss->todo_head = s; |
404 | ss->todo_tail = s; |
405 | s->next = NULL; |
406 | s->todo = TRUE; |
407 | } |
408 | |
409 | static void ss_add(struct setstore *ss, int x, int y, int mask, int mines) |
410 | { |
411 | struct set *s; |
412 | |
413 | assert(mask != 0); |
414 | |
415 | /* |
416 | * Normalise so that x and y are genuinely the bounding |
417 | * rectangle. |
418 | */ |
419 | while (!(mask & (1|8|64))) |
420 | mask >>= 1, x++; |
421 | while (!(mask & (1|2|4))) |
422 | mask >>= 3, y++; |
423 | |
424 | /* |
425 | * Create a set structure and add it to the tree. |
426 | */ |
427 | s = snew(struct set); |
428 | s->x = x; |
429 | s->y = y; |
430 | s->mask = mask; |
431 | s->mines = mines; |
432 | s->todo = FALSE; |
433 | if (add234(ss->sets, s) != s) { |
434 | /* |
435 | * This set already existed! Free it and return. |
436 | */ |
437 | sfree(s); |
438 | return; |
439 | } |
440 | |
441 | /* |
442 | * We've added a new set to the tree, so put it on the todo |
443 | * list. |
444 | */ |
445 | ss_add_todo(ss, s); |
446 | } |
447 | |
448 | static void ss_remove(struct setstore *ss, struct set *s) |
449 | { |
450 | struct set *next = s->next, *prev = s->prev; |
451 | |
452 | #ifdef SOLVER_DIAGNOSTICS |
453 | printf("removing set %d,%d %03x\n", s->x, s->y, s->mask); |
454 | #endif |
455 | /* |
456 | * Remove s from the todo list. |
457 | */ |
458 | if (prev) |
459 | prev->next = next; |
460 | else if (s == ss->todo_head) |
461 | ss->todo_head = next; |
462 | |
463 | if (next) |
464 | next->prev = prev; |
465 | else if (s == ss->todo_tail) |
466 | ss->todo_tail = prev; |
467 | |
468 | s->todo = FALSE; |
469 | |
470 | /* |
471 | * Remove s from the tree. |
472 | */ |
473 | del234(ss->sets, s); |
474 | |
475 | /* |
476 | * Destroy the actual set structure. |
477 | */ |
478 | sfree(s); |
479 | } |
480 | |
481 | /* |
482 | * Return a dynamically allocated list of all the sets which |
483 | * overlap a provided input set. |
484 | */ |
485 | static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask) |
486 | { |
487 | struct set **ret = NULL; |
488 | int nret = 0, retsize = 0; |
489 | int xx, yy; |
490 | |
491 | for (xx = x-3; xx < x+3; xx++) |
492 | for (yy = y-3; yy < y+3; yy++) { |
493 | struct set stmp, *s; |
494 | int pos; |
495 | |
496 | /* |
497 | * Find the first set with these top left coordinates. |
498 | */ |
499 | stmp.x = xx; |
500 | stmp.y = yy; |
501 | stmp.mask = 0; |
502 | |
503 | if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) { |
504 | while ((s = index234(ss->sets, pos)) != NULL && |
505 | s->x == xx && s->y == yy) { |
506 | /* |
507 | * This set potentially overlaps the input one. |
508 | * Compute the intersection to see if they |
509 | * really overlap, and add it to the list if |
510 | * so. |
511 | */ |
512 | if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) { |
513 | /* |
514 | * There's an overlap. |
515 | */ |
516 | if (nret >= retsize) { |
517 | retsize = nret + 32; |
518 | ret = sresize(ret, retsize, struct set *); |
519 | } |
520 | ret[nret++] = s; |
521 | } |
522 | |
523 | pos++; |
524 | } |
525 | } |
526 | } |
527 | |
528 | ret = sresize(ret, nret+1, struct set *); |
529 | ret[nret] = NULL; |
530 | |
531 | return ret; |
532 | } |
533 | |
534 | /* |
535 | * Get an element from the head of the set todo list. |
536 | */ |
537 | static struct set *ss_todo(struct setstore *ss) |
538 | { |
539 | if (ss->todo_head) { |
540 | struct set *ret = ss->todo_head; |
541 | ss->todo_head = ret->next; |
542 | if (ss->todo_head) |
543 | ss->todo_head->prev = NULL; |
544 | else |
545 | ss->todo_tail = NULL; |
546 | ret->next = ret->prev = NULL; |
547 | ret->todo = FALSE; |
548 | return ret; |
549 | } else { |
550 | return NULL; |
551 | } |
552 | } |
553 | |
554 | struct squaretodo { |
555 | int *next; |
556 | int head, tail; |
557 | }; |
558 | |
559 | static void std_add(struct squaretodo *std, int i) |
560 | { |
561 | if (std->tail >= 0) |
562 | std->next[std->tail] = i; |
563 | else |
564 | std->head = i; |
565 | std->tail = i; |
566 | std->next[i] = -1; |
567 | } |
568 | |
569 | static void known_squares(int w, int h, struct squaretodo *std, char *grid, |
570 | int (*open)(void *ctx, int x, int y), void *openctx, |
571 | int x, int y, int mask, int mine) |
572 | { |
573 | int xx, yy, bit; |
574 | |
575 | bit = 1; |
576 | |
577 | for (yy = 0; yy < 3; yy++) |
578 | for (xx = 0; xx < 3; xx++) { |
579 | if (mask & bit) { |
580 | int i = (y + yy) * w + (x + xx); |
581 | |
582 | /* |
583 | * It's possible that this square is _already_ |
584 | * known, in which case we don't try to add it to |
585 | * the list twice. |
586 | */ |
587 | if (grid[i] == -2) { |
588 | |
589 | if (mine) { |
590 | grid[i] = -1; /* and don't open it! */ |
591 | } else { |
592 | grid[i] = open(openctx, x + xx, y + yy); |
593 | assert(grid[i] != -1); /* *bang* */ |
594 | } |
595 | std_add(std, i); |
596 | |
597 | } |
598 | } |
599 | bit <<= 1; |
600 | } |
601 | } |
602 | |
603 | /* |
604 | * This is data returned from the `perturb' function. It details |
605 | * which squares have become mines and which have become clear. The |
606 | * solver is (of course) expected to honourably not use that |
607 | * knowledge directly, but to efficently adjust its internal data |
608 | * structures and proceed based on only the information it |
609 | * legitimately has. |
610 | */ |
611 | struct perturbation { |
612 | int x, y; |
613 | int delta; /* +1 == become a mine; -1 == cleared */ |
614 | }; |
615 | struct perturbations { |
616 | int n; |
617 | struct perturbation *changes; |
618 | }; |
619 | |
620 | /* |
621 | * Main solver entry point. You give it a grid of existing |
622 | * knowledge (-1 for a square known to be a mine, 0-8 for empty |
623 | * squares with a given number of neighbours, -2 for completely |
624 | * unknown), plus a function which you can call to open new squares |
625 | * once you're confident of them. It fills in as much more of the |
626 | * grid as it can. |
627 | * |
628 | * Return value is: |
629 | * |
630 | * - -1 means deduction stalled and nothing could be done |
631 | * - 0 means deduction succeeded fully |
632 | * - >0 means deduction succeeded but some number of perturbation |
633 | * steps were required; the exact return value is the number of |
634 | * perturb calls. |
635 | */ |
636 | static int minesolve(int w, int h, int n, char *grid, |
637 | int (*open)(void *ctx, int x, int y), |
638 | struct perturbations *(*perturb)(void *ctx, char *grid, |
639 | int x, int y, int mask), |
640 | void *ctx, random_state *rs) |
641 | { |
642 | struct setstore *ss = ss_new(); |
643 | struct set **list; |
644 | struct squaretodo astd, *std = &astd; |
645 | int x, y, i, j; |
646 | int nperturbs = 0; |
647 | |
648 | /* |
649 | * Set up a linked list of squares with known contents, so that |
650 | * we can process them one by one. |
651 | */ |
652 | std->next = snewn(w*h, int); |
653 | std->head = std->tail = -1; |
654 | |
655 | /* |
656 | * Initialise that list with all known squares in the input |
657 | * grid. |
658 | */ |
659 | for (y = 0; y < h; y++) { |
660 | for (x = 0; x < w; x++) { |
661 | i = y*w+x; |
662 | if (grid[i] != -2) |
663 | std_add(std, i); |
664 | } |
665 | } |
666 | |
667 | /* |
668 | * Main deductive loop. |
669 | */ |
670 | while (1) { |
671 | int done_something = FALSE; |
672 | struct set *s; |
673 | |
674 | /* |
675 | * If there are any known squares on the todo list, process |
676 | * them and construct a set for each. |
677 | */ |
678 | while (std->head != -1) { |
679 | i = std->head; |
680 | #ifdef SOLVER_DIAGNOSTICS |
681 | printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]); |
682 | #endif |
683 | std->head = std->next[i]; |
684 | if (std->head == -1) |
685 | std->tail = -1; |
686 | |
687 | x = i % w; |
688 | y = i / w; |
689 | |
690 | if (grid[i] >= 0) { |
691 | int dx, dy, mines, bit, val; |
692 | #ifdef SOLVER_DIAGNOSTICS |
693 | printf("creating set around this square\n"); |
694 | #endif |
695 | /* |
696 | * Empty square. Construct the set of non-known squares |
697 | * around this one, and determine its mine count. |
698 | */ |
699 | mines = grid[i]; |
700 | bit = 1; |
701 | val = 0; |
702 | for (dy = -1; dy <= +1; dy++) { |
703 | for (dx = -1; dx <= +1; dx++) { |
704 | #ifdef SOLVER_DIAGNOSTICS |
705 | printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]); |
706 | #endif |
707 | if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h) |
708 | /* ignore this one */; |
709 | else if (grid[i+dy*w+dx] == -1) |
710 | mines--; |
711 | else if (grid[i+dy*w+dx] == -2) |
712 | val |= bit; |
713 | bit <<= 1; |
714 | } |
715 | } |
716 | if (val) |
717 | ss_add(ss, x-1, y-1, val, mines); |
718 | } |
719 | |
720 | /* |
721 | * Now, whether the square is empty or full, we must |
722 | * find any set which contains it and replace it with |
723 | * one which does not. |
724 | */ |
725 | { |
726 | #ifdef SOLVER_DIAGNOSTICS |
727 | printf("finding sets containing known square %d,%d\n", x, y); |
728 | #endif |
729 | list = ss_overlap(ss, x, y, 1); |
730 | |
731 | for (j = 0; list[j]; j++) { |
732 | int newmask, newmines; |
733 | |
734 | s = list[j]; |
735 | |
736 | /* |
737 | * Compute the mask for this set minus the |
738 | * newly known square. |
739 | */ |
740 | newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE); |
741 | |
742 | /* |
743 | * Compute the new mine count. |
744 | */ |
745 | newmines = s->mines - (grid[i] == -1); |
746 | |
747 | /* |
748 | * Insert the new set into the collection, |
749 | * unless it's been whittled right down to |
750 | * nothing. |
751 | */ |
752 | if (newmask) |
753 | ss_add(ss, s->x, s->y, newmask, newmines); |
754 | |
755 | /* |
756 | * Destroy the old one; it is actually obsolete. |
757 | */ |
758 | ss_remove(ss, s); |
759 | } |
760 | |
761 | sfree(list); |
762 | } |
763 | |
764 | /* |
765 | * Marking a fresh square as known certainly counts as |
766 | * doing something. |
767 | */ |
768 | done_something = TRUE; |
769 | } |
770 | |
771 | /* |
772 | * Now pick a set off the to-do list and attempt deductions |
773 | * based on it. |
774 | */ |
775 | if ((s = ss_todo(ss)) != NULL) { |
776 | |
777 | #ifdef SOLVER_DIAGNOSTICS |
778 | printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
779 | #endif |
780 | /* |
781 | * Firstly, see if this set has a mine count of zero or |
782 | * of its own cardinality. |
783 | */ |
784 | if (s->mines == 0 || s->mines == bitcount16(s->mask)) { |
785 | /* |
786 | * If so, we can immediately mark all the squares |
787 | * in the set as known. |
788 | */ |
789 | #ifdef SOLVER_DIAGNOSTICS |
790 | printf("easy\n"); |
791 | #endif |
792 | known_squares(w, h, std, grid, open, ctx, |
793 | s->x, s->y, s->mask, (s->mines != 0)); |
794 | |
795 | /* |
796 | * Having done that, we need do nothing further |
797 | * with this set; marking all the squares in it as |
798 | * known will eventually eliminate it, and will |
799 | * also permit further deductions about anything |
800 | * that overlaps it. |
801 | */ |
802 | continue; |
803 | } |
804 | |
805 | /* |
806 | * Failing that, we now search through all the sets |
807 | * which overlap this one. |
808 | */ |
809 | list = ss_overlap(ss, s->x, s->y, s->mask); |
810 | |
811 | for (j = 0; list[j]; j++) { |
812 | struct set *s2 = list[j]; |
813 | int swing, s2wing, swc, s2wc; |
814 | |
815 | /* |
816 | * Find the non-overlapping parts s2-s and s-s2, |
817 | * and their cardinalities. |
818 | * |
819 | * I'm going to refer to these parts as `wings' |
820 | * surrounding the central part common to both |
821 | * sets. The `s wing' is s-s2; the `s2 wing' is |
822 | * s2-s. |
823 | */ |
824 | swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask, |
825 | TRUE); |
826 | s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask, |
827 | TRUE); |
828 | swc = bitcount16(swing); |
829 | s2wc = bitcount16(s2wing); |
830 | |
831 | /* |
832 | * If one set has more mines than the other, and |
833 | * the number of extra mines is equal to the |
834 | * cardinality of that set's wing, then we can mark |
835 | * every square in the wing as a known mine, and |
836 | * every square in the other wing as known clear. |
837 | */ |
838 | if (swc == s->mines - s2->mines || |
839 | s2wc == s2->mines - s->mines) { |
840 | known_squares(w, h, std, grid, open, ctx, |
841 | s->x, s->y, swing, |
842 | (swc == s->mines - s2->mines)); |
843 | known_squares(w, h, std, grid, open, ctx, |
844 | s2->x, s2->y, s2wing, |
845 | (s2wc == s2->mines - s->mines)); |
846 | continue; |
847 | } |
848 | |
849 | /* |
850 | * Failing that, see if one set is a subset of the |
851 | * other. If so, we can divide up the mine count of |
852 | * the larger set between the smaller set and its |
853 | * complement, even if neither smaller set ends up |
854 | * being immediately clearable. |
855 | */ |
856 | if (swc == 0 && s2wc != 0) { |
857 | /* s is a subset of s2. */ |
858 | assert(s2->mines > s->mines); |
859 | ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines); |
860 | } else if (s2wc == 0 && swc != 0) { |
861 | /* s2 is a subset of s. */ |
862 | assert(s->mines > s2->mines); |
863 | ss_add(ss, s->x, s->y, swing, s->mines - s2->mines); |
864 | } |
865 | } |
866 | |
867 | sfree(list); |
868 | |
869 | /* |
870 | * In this situation we have definitely done |
871 | * _something_, even if it's only reducing the size of |
872 | * our to-do list. |
873 | */ |
874 | done_something = TRUE; |
875 | } else if (n >= 0) { |
876 | /* |
877 | * We have nothing left on our todo list, which means |
878 | * all localised deductions have failed. Our next step |
879 | * is to resort to global deduction based on the total |
880 | * mine count. This is computationally expensive |
881 | * compared to any of the above deductions, which is |
882 | * why we only ever do it when all else fails, so that |
883 | * hopefully it won't have to happen too often. |
884 | * |
885 | * If you pass n<0 into this solver, that informs it |
886 | * that you do not know the total mine count, so it |
887 | * won't even attempt these deductions. |
888 | */ |
889 | |
890 | int minesleft, squaresleft; |
891 | int nsets, setused[10], cursor; |
892 | |
893 | /* |
894 | * Start by scanning the current grid state to work out |
895 | * how many unknown squares we still have, and how many |
896 | * mines are to be placed in them. |
897 | */ |
898 | squaresleft = 0; |
899 | minesleft = n; |
900 | for (i = 0; i < w*h; i++) { |
901 | if (grid[i] == -1) |
902 | minesleft--; |
903 | else if (grid[i] == -2) |
904 | squaresleft++; |
905 | } |
906 | |
907 | #ifdef SOLVER_DIAGNOSTICS |
908 | printf("global deduction time: squaresleft=%d minesleft=%d\n", |
909 | squaresleft, minesleft); |
910 | for (y = 0; y < h; y++) { |
911 | for (x = 0; x < w; x++) { |
912 | int v = grid[y*w+x]; |
913 | if (v == -1) |
914 | putchar('*'); |
915 | else if (v == -2) |
916 | putchar('?'); |
917 | else if (v == 0) |
918 | putchar('-'); |
919 | else |
920 | putchar('0' + v); |
921 | } |
922 | putchar('\n'); |
923 | } |
924 | #endif |
925 | |
926 | /* |
927 | * If there _are_ no unknown squares, we have actually |
928 | * finished. |
929 | */ |
930 | if (squaresleft == 0) { |
931 | assert(minesleft == 0); |
932 | break; |
933 | } |
934 | |
935 | /* |
936 | * First really simple case: if there are no more mines |
937 | * left, or if there are exactly as many mines left as |
938 | * squares to play them in, then it's all easy. |
939 | */ |
940 | if (minesleft == 0 || minesleft == squaresleft) { |
941 | for (i = 0; i < w*h; i++) |
942 | if (grid[i] == -2) |
943 | known_squares(w, h, std, grid, open, ctx, |
944 | i % w, i / w, 1, minesleft != 0); |
945 | continue; /* now go back to main deductive loop */ |
946 | } |
947 | |
948 | /* |
949 | * Failing that, we have to do some _real_ work. |
950 | * Ideally what we do here is to try every single |
951 | * combination of the currently available sets, in an |
952 | * attempt to find a disjoint union (i.e. a set of |
953 | * squares with a known mine count between them) such |
954 | * that the remaining unknown squares _not_ contained |
955 | * in that union either contain no mines or are all |
956 | * mines. |
957 | * |
958 | * Actually enumerating all 2^n possibilities will get |
959 | * a bit slow for large n, so I artificially cap this |
960 | * recursion at n=10 to avoid too much pain. |
961 | */ |
962 | nsets = count234(ss->sets); |
963 | if (nsets <= lenof(setused)) { |
964 | /* |
965 | * Doing this with actual recursive function calls |
966 | * would get fiddly because a load of local |
967 | * variables from this function would have to be |
968 | * passed down through the recursion. So instead |
969 | * I'm going to use a virtual recursion within this |
970 | * function. The way this works is: |
971 | * |
972 | * - we have an array `setused', such that |
973 | * setused[n] is 0 or 1 depending on whether set |
974 | * n is currently in the union we are |
975 | * considering. |
976 | * |
977 | * - we have a value `cursor' which indicates how |
978 | * much of `setused' we have so far filled in. |
979 | * It's conceptually the recursion depth. |
980 | * |
981 | * We begin by setting `cursor' to zero. Then: |
982 | * |
983 | * - if cursor can advance, we advance it by one. |
984 | * We set the value in `setused' that it went |
985 | * past to 1 if that set is disjoint from |
986 | * anything else currently in `setused', or to 0 |
987 | * otherwise. |
988 | * |
989 | * - If cursor cannot advance because it has |
990 | * reached the end of the setused list, then we |
991 | * have a maximal disjoint union. Check to see |
992 | * whether its mine count has any useful |
993 | * properties. If so, mark all the squares not |
994 | * in the union as known and terminate. |
995 | * |
996 | * - If cursor has reached the end of setused and |
997 | * the algorithm _hasn't_ terminated, back |
998 | * cursor up to the nearest 1, turn it into a 0 |
999 | * and advance cursor just past it. |
1000 | * |
1001 | * - If we attempt to back up to the nearest 1 and |
1002 | * there isn't one at all, then we have gone |
1003 | * through all disjoint unions of sets in the |
1004 | * list and none of them has been helpful, so we |
1005 | * give up. |
1006 | */ |
1007 | struct set *sets[lenof(setused)]; |
1008 | for (i = 0; i < nsets; i++) |
1009 | sets[i] = index234(ss->sets, i); |
1010 | |
1011 | cursor = 0; |
1012 | while (1) { |
1013 | |
1014 | if (cursor < nsets) { |
1015 | int ok = TRUE; |
1016 | |
1017 | /* See if any existing set overlaps this one. */ |
1018 | for (i = 0; i < cursor; i++) |
1019 | if (setused[i] && |
1020 | setmunge(sets[cursor]->x, |
1021 | sets[cursor]->y, |
1022 | sets[cursor]->mask, |
1023 | sets[i]->x, sets[i]->y, sets[i]->mask, |
1024 | FALSE)) { |
1025 | ok = FALSE; |
1026 | break; |
1027 | } |
1028 | |
1029 | if (ok) { |
1030 | /* |
1031 | * We're adding this set to our union, |
1032 | * so adjust minesleft and squaresleft |
1033 | * appropriately. |
1034 | */ |
1035 | minesleft -= sets[cursor]->mines; |
1036 | squaresleft -= bitcount16(sets[cursor]->mask); |
1037 | } |
1038 | |
1039 | setused[cursor++] = ok; |
1040 | } else { |
1041 | #ifdef SOLVER_DIAGNOSTICS |
1042 | printf("trying a set combination with %d %d\n", |
1043 | squaresleft, minesleft); |
b498c539 |
1044 | #endif /* SOLVER_DIAGNOSTICS */ |
7959b517 |
1045 | |
1046 | /* |
1047 | * We've reached the end. See if we've got |
1048 | * anything interesting. |
1049 | */ |
1050 | if (squaresleft > 0 && |
1051 | (minesleft == 0 || minesleft == squaresleft)) { |
1052 | /* |
1053 | * We have! There is at least one |
1054 | * square not contained within the set |
1055 | * union we've just found, and we can |
1056 | * deduce that either all such squares |
1057 | * are mines or all are not (depending |
1058 | * on whether minesleft==0). So now all |
1059 | * we have to do is actually go through |
1060 | * the grid, find those squares, and |
1061 | * mark them. |
1062 | */ |
1063 | for (i = 0; i < w*h; i++) |
1064 | if (grid[i] == -2) { |
1065 | int outside = TRUE; |
1066 | y = i / w; |
1067 | x = i % w; |
1068 | for (j = 0; j < nsets; j++) |
1069 | if (setused[j] && |
1070 | setmunge(sets[j]->x, sets[j]->y, |
1071 | sets[j]->mask, x, y, 1, |
1072 | FALSE)) { |
1073 | outside = FALSE; |
1074 | break; |
1075 | } |
1076 | if (outside) |
1077 | known_squares(w, h, std, grid, |
1078 | open, ctx, |
1079 | x, y, 1, minesleft != 0); |
1080 | } |
1081 | |
1082 | done_something = TRUE; |
1083 | break; /* return to main deductive loop */ |
1084 | } |
1085 | |
1086 | /* |
1087 | * If we reach here, then this union hasn't |
1088 | * done us any good, so move on to the |
1089 | * next. Backtrack cursor to the nearest 1, |
1090 | * change it to a 0 and continue. |
1091 | */ |
1092 | while (cursor-- >= 0 && !setused[cursor]); |
1093 | if (cursor >= 0) { |
1094 | assert(setused[cursor]); |
1095 | |
1096 | /* |
1097 | * We're removing this set from our |
1098 | * union, so re-increment minesleft and |
1099 | * squaresleft. |
1100 | */ |
1101 | minesleft += sets[cursor]->mines; |
1102 | squaresleft += bitcount16(sets[cursor]->mask); |
1103 | |
1104 | setused[cursor++] = 0; |
1105 | } else { |
1106 | /* |
1107 | * We've backtracked all the way to the |
1108 | * start without finding a single 1, |
1109 | * which means that our virtual |
1110 | * recursion is complete and nothing |
1111 | * helped. |
1112 | */ |
1113 | break; |
1114 | } |
1115 | } |
1116 | |
1117 | } |
1118 | |
1119 | } |
1120 | } |
1121 | |
1122 | if (done_something) |
1123 | continue; |
1124 | |
1125 | #ifdef SOLVER_DIAGNOSTICS |
1126 | /* |
1127 | * Dump the current known state of the grid. |
1128 | */ |
1129 | printf("solver ran out of steam, ret=%d, grid:\n", nperturbs); |
1130 | for (y = 0; y < h; y++) { |
1131 | for (x = 0; x < w; x++) { |
1132 | int v = grid[y*w+x]; |
1133 | if (v == -1) |
1134 | putchar('*'); |
1135 | else if (v == -2) |
1136 | putchar('?'); |
1137 | else if (v == 0) |
1138 | putchar('-'); |
1139 | else |
1140 | putchar('0' + v); |
1141 | } |
1142 | putchar('\n'); |
1143 | } |
1144 | |
1145 | { |
1146 | struct set *s; |
1147 | |
1148 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1149 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1150 | } |
1151 | #endif |
1152 | |
1153 | /* |
1154 | * Now we really are at our wits' end as far as solving |
1155 | * this grid goes. Our only remaining option is to call |
1156 | * a perturb function and ask it to modify the grid to |
1157 | * make it easier. |
1158 | */ |
1159 | if (perturb) { |
1160 | struct perturbations *ret; |
1161 | struct set *s; |
1162 | |
1163 | nperturbs++; |
1164 | |
1165 | /* |
1166 | * Choose a set at random from the current selection, |
1167 | * and ask the perturb function to either fill or empty |
1168 | * it. |
1169 | * |
1170 | * If we have no sets at all, we must give up. |
1171 | */ |
1172 | if (count234(ss->sets) == 0) |
1173 | break; |
1174 | s = index234(ss->sets, random_upto(rs, count234(ss->sets))); |
1175 | #ifdef SOLVER_DIAGNOSTICS |
1176 | printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask); |
1177 | #endif |
1178 | ret = perturb(ctx, grid, s->x, s->y, s->mask); |
1179 | |
1180 | if (ret) { |
1181 | assert(ret->n > 0); /* otherwise should have been NULL */ |
1182 | |
1183 | /* |
1184 | * A number of squares have been fiddled with, and |
1185 | * the returned structure tells us which. Adjust |
1186 | * the mine count in any set which overlaps one of |
1187 | * those squares, and put them back on the to-do |
1188 | * list. |
1189 | */ |
1190 | for (i = 0; i < ret->n; i++) { |
1191 | #ifdef SOLVER_DIAGNOSTICS |
1192 | printf("perturbation %s mine at %d,%d\n", |
1193 | ret->changes[i].delta > 0 ? "added" : "removed", |
1194 | ret->changes[i].x, ret->changes[i].y); |
1195 | #endif |
1196 | |
1197 | list = ss_overlap(ss, |
1198 | ret->changes[i].x, ret->changes[i].y, 1); |
1199 | |
1200 | for (j = 0; list[j]; j++) { |
1201 | list[j]->mines += ret->changes[i].delta; |
1202 | ss_add_todo(ss, list[j]); |
1203 | } |
1204 | |
1205 | sfree(list); |
1206 | } |
1207 | |
1208 | /* |
1209 | * Now free the returned data. |
1210 | */ |
1211 | sfree(ret->changes); |
1212 | sfree(ret); |
1213 | |
1214 | #ifdef SOLVER_DIAGNOSTICS |
1215 | /* |
1216 | * Dump the current known state of the grid. |
1217 | */ |
1218 | printf("state after perturbation:\n", nperturbs); |
1219 | for (y = 0; y < h; y++) { |
1220 | for (x = 0; x < w; x++) { |
1221 | int v = grid[y*w+x]; |
1222 | if (v == -1) |
1223 | putchar('*'); |
1224 | else if (v == -2) |
1225 | putchar('?'); |
1226 | else if (v == 0) |
1227 | putchar('-'); |
1228 | else |
1229 | putchar('0' + v); |
1230 | } |
1231 | putchar('\n'); |
1232 | } |
1233 | |
1234 | { |
1235 | struct set *s; |
1236 | |
1237 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
1238 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
1239 | } |
1240 | #endif |
1241 | |
1242 | /* |
1243 | * And now we can go back round the deductive loop. |
1244 | */ |
1245 | continue; |
1246 | } |
1247 | } |
1248 | |
1249 | /* |
1250 | * If we get here, even that didn't work (either we didn't |
1251 | * have a perturb function or it returned failure), so we |
1252 | * give up entirely. |
1253 | */ |
1254 | break; |
1255 | } |
1256 | |
1257 | /* |
1258 | * See if we've got any unknown squares left. |
1259 | */ |
1260 | for (y = 0; y < h; y++) |
1261 | for (x = 0; x < w; x++) |
1262 | if (grid[y*w+x] == -2) { |
1263 | nperturbs = -1; /* failed to complete */ |
1264 | break; |
1265 | } |
1266 | |
1267 | /* |
1268 | * Free the set list and square-todo list. |
1269 | */ |
1270 | { |
1271 | struct set *s; |
1272 | while ((s = delpos234(ss->sets, 0)) != NULL) |
1273 | sfree(s); |
1274 | freetree234(ss->sets); |
1275 | sfree(ss); |
1276 | sfree(std->next); |
1277 | } |
1278 | |
1279 | return nperturbs; |
1280 | } |
1281 | |
1282 | /* ---------------------------------------------------------------------- |
1283 | * Grid generator which uses the above solver. |
1284 | */ |
1285 | |
1286 | struct minectx { |
1287 | char *grid; |
1288 | int w, h; |
1289 | int sx, sy; |
1290 | random_state *rs; |
1291 | }; |
1292 | |
1293 | static int mineopen(void *vctx, int x, int y) |
1294 | { |
1295 | struct minectx *ctx = (struct minectx *)vctx; |
1296 | int i, j, n; |
1297 | |
1298 | assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h); |
1299 | if (ctx->grid[y * ctx->w + x]) |
1300 | return -1; /* *bang* */ |
1301 | |
1302 | n = 0; |
1303 | for (i = -1; i <= +1; i++) { |
1304 | if (x + i < 0 || x + i >= ctx->w) |
1305 | continue; |
1306 | for (j = -1; j <= +1; j++) { |
1307 | if (y + j < 0 || y + j >= ctx->h) |
1308 | continue; |
1309 | if (i == 0 && j == 0) |
1310 | continue; |
1311 | if (ctx->grid[(y+j) * ctx->w + (x+i)]) |
1312 | n++; |
1313 | } |
1314 | } |
1315 | |
1316 | return n; |
1317 | } |
1318 | |
1319 | /* Structure used internally to mineperturb(). */ |
1320 | struct square { |
1321 | int x, y, type, random; |
1322 | }; |
1323 | static int squarecmp(const void *av, const void *bv) |
1324 | { |
1325 | const struct square *a = (const struct square *)av; |
1326 | const struct square *b = (const struct square *)bv; |
1327 | if (a->type < b->type) |
1328 | return -1; |
1329 | else if (a->type > b->type) |
1330 | return +1; |
1331 | else if (a->random < b->random) |
1332 | return -1; |
1333 | else if (a->random > b->random) |
1334 | return +1; |
1335 | else if (a->y < b->y) |
1336 | return -1; |
1337 | else if (a->y > b->y) |
1338 | return +1; |
1339 | else if (a->x < b->x) |
1340 | return -1; |
1341 | else if (a->x > b->x) |
1342 | return +1; |
1343 | return 0; |
1344 | } |
1345 | |
1346 | static struct perturbations *mineperturb(void *vctx, char *grid, |
1347 | int setx, int sety, int mask) |
1348 | { |
1349 | struct minectx *ctx = (struct minectx *)vctx; |
1350 | struct square *sqlist; |
1351 | int x, y, dx, dy, i, n, nfull, nempty; |
1352 | struct square *tofill[9], *toempty[9], **todo; |
1353 | int ntofill, ntoempty, ntodo, dtodo, dset; |
1354 | struct perturbations *ret; |
1355 | |
1356 | /* |
1357 | * Make a list of all the squares in the grid which we can |
1358 | * possibly use. This list should be in preference order, which |
1359 | * means |
1360 | * |
1361 | * - first, unknown squares on the boundary of known space |
1362 | * - next, unknown squares beyond that boundary |
1363 | * - as a very last resort, known squares, but not within one |
1364 | * square of the starting position. |
1365 | * |
1366 | * Each of these sections needs to be shuffled independently. |
1367 | * We do this by preparing list of all squares and then sorting |
1368 | * it with a random secondary key. |
1369 | */ |
1370 | sqlist = snewn(ctx->w * ctx->h, struct square); |
1371 | n = 0; |
1372 | for (y = 0; y < ctx->h; y++) |
1373 | for (x = 0; x < ctx->w; x++) { |
1374 | /* |
1375 | * If this square is too near the starting position, |
1376 | * don't put it on the list at all. |
1377 | */ |
1378 | if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1) |
1379 | continue; |
1380 | |
1381 | /* |
1382 | * If this square is in the input set, also don't put |
1383 | * it on the list! |
1384 | */ |
1385 | if (x >= setx && x < setx + 3 && |
1386 | y >= sety && y < sety + 3 && |
1387 | mask & (1 << ((y-sety)*3+(x-setx)))) |
1388 | continue; |
1389 | |
1390 | sqlist[n].x = x; |
1391 | sqlist[n].y = y; |
1392 | |
1393 | if (grid[y*ctx->w+x] != -2) { |
1394 | sqlist[n].type = 3; /* known square */ |
1395 | } else { |
1396 | /* |
1397 | * Unknown square. Examine everything around it and |
1398 | * see if it borders on any known squares. If it |
1399 | * does, it's class 1, otherwise it's 2. |
1400 | */ |
1401 | |
1402 | sqlist[n].type = 2; |
1403 | |
1404 | for (dy = -1; dy <= +1; dy++) |
1405 | for (dx = -1; dx <= +1; dx++) |
1406 | if (x+dx >= 0 && x+dx < ctx->w && |
1407 | y+dy >= 0 && y+dy < ctx->h && |
1408 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1409 | sqlist[n].type = 1; |
1410 | break; |
1411 | } |
1412 | } |
1413 | |
1414 | /* |
1415 | * Finally, a random number to cause qsort to |
1416 | * shuffle within each group. |
1417 | */ |
1418 | sqlist[n].random = random_bits(ctx->rs, 31); |
1419 | |
1420 | n++; |
1421 | } |
1422 | |
1423 | qsort(sqlist, n, sizeof(struct square), squarecmp); |
1424 | |
1425 | /* |
1426 | * Now count up the number of full and empty squares in the set |
1427 | * we've been provided. |
1428 | */ |
1429 | nfull = nempty = 0; |
1430 | for (dy = 0; dy < 3; dy++) |
1431 | for (dx = 0; dx < 3; dx++) |
1432 | if (mask & (1 << (dy*3+dx))) { |
1433 | assert(setx+dx <= ctx->w); |
1434 | assert(sety+dy <= ctx->h); |
1435 | if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) |
1436 | nfull++; |
1437 | else |
1438 | nempty++; |
1439 | } |
1440 | |
1441 | /* |
1442 | * Now go through our sorted list until we find either `nfull' |
1443 | * empty squares, or `nempty' full squares; these will be |
1444 | * swapped with the appropriate squares in the set to either |
1445 | * fill or empty the set while keeping the same number of mines |
1446 | * overall. |
1447 | */ |
1448 | ntofill = ntoempty = 0; |
1449 | for (i = 0; i < n; i++) { |
1450 | struct square *sq = &sqlist[i]; |
1451 | if (ctx->grid[sq->y * ctx->w + sq->x]) |
1452 | toempty[ntoempty++] = sq; |
1453 | else |
1454 | tofill[ntofill++] = sq; |
1455 | if (ntofill == nfull || ntoempty == nempty) |
1456 | break; |
1457 | } |
1458 | |
1459 | /* |
1460 | * If this didn't work at all, I think we just give up. |
1461 | */ |
1462 | if (ntofill != nfull && ntoempty != nempty) { |
1463 | sfree(sqlist); |
1464 | return NULL; |
1465 | } |
1466 | |
1467 | /* |
1468 | * Now we're pretty much there. We need to either |
1469 | * (a) put a mine in each of the empty squares in the set, and |
1470 | * take one out of each square in `toempty' |
1471 | * (b) take a mine out of each of the full squares in the set, |
1472 | * and put one in each square in `tofill' |
1473 | * depending on which one we've found enough squares to do. |
1474 | * |
1475 | * So we start by constructing our list of changes to return to |
1476 | * the solver, so that it can update its data structures |
1477 | * efficiently rather than having to rescan the whole grid. |
1478 | */ |
1479 | ret = snew(struct perturbations); |
1480 | if (ntofill == nfull) { |
1481 | todo = tofill; |
1482 | ntodo = ntofill; |
1483 | dtodo = +1; |
1484 | dset = -1; |
1485 | } else { |
1486 | todo = toempty; |
1487 | ntodo = ntoempty; |
1488 | dtodo = -1; |
1489 | dset = +1; |
1490 | } |
1491 | ret->n = 2 * ntodo; |
1492 | ret->changes = snewn(ret->n, struct perturbation); |
1493 | for (i = 0; i < ntodo; i++) { |
1494 | ret->changes[i].x = todo[i]->x; |
1495 | ret->changes[i].y = todo[i]->y; |
1496 | ret->changes[i].delta = dtodo; |
1497 | } |
1498 | /* now i == ntodo */ |
1499 | for (dy = 0; dy < 3; dy++) |
1500 | for (dx = 0; dx < 3; dx++) |
1501 | if (mask & (1 << (dy*3+dx))) { |
1502 | int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1); |
1503 | if (dset == -currval) { |
1504 | ret->changes[i].x = setx + dx; |
1505 | ret->changes[i].y = sety + dy; |
1506 | ret->changes[i].delta = dset; |
1507 | i++; |
1508 | } |
1509 | } |
1510 | assert(i == ret->n); |
1511 | |
1512 | sfree(sqlist); |
1513 | |
1514 | /* |
1515 | * Having set up the precise list of changes we're going to |
1516 | * make, we now simply make them and return. |
1517 | */ |
1518 | for (i = 0; i < ret->n; i++) { |
1519 | int delta; |
1520 | |
1521 | x = ret->changes[i].x; |
1522 | y = ret->changes[i].y; |
1523 | delta = ret->changes[i].delta; |
1524 | |
1525 | /* |
1526 | * Check we're not trying to add an existing mine or remove |
1527 | * an absent one. |
1528 | */ |
1529 | assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0)); |
1530 | |
1531 | /* |
1532 | * Actually make the change. |
1533 | */ |
1534 | ctx->grid[y*ctx->w+x] = (delta > 0); |
1535 | |
1536 | /* |
1537 | * Update any numbers already present in the grid. |
1538 | */ |
1539 | for (dy = -1; dy <= +1; dy++) |
1540 | for (dx = -1; dx <= +1; dx++) |
1541 | if (x+dx >= 0 && x+dx < ctx->w && |
1542 | y+dy >= 0 && y+dy < ctx->h && |
1543 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
1544 | if (dx == 0 && dy == 0) { |
1545 | /* |
1546 | * The square itself is marked as known in |
1547 | * the grid. Mark it as a mine if it's a |
1548 | * mine, or else work out its number. |
1549 | */ |
1550 | if (delta > 0) { |
1551 | grid[y*ctx->w+x] = -1; |
1552 | } else { |
1553 | int dx2, dy2, minecount = 0; |
1554 | for (dy2 = -1; dy2 <= +1; dy2++) |
1555 | for (dx2 = -1; dx2 <= +1; dx2++) |
1556 | if (x+dx2 >= 0 && x+dx2 < ctx->w && |
1557 | y+dy2 >= 0 && y+dy2 < ctx->h && |
1558 | ctx->grid[(y+dy2)*ctx->w+(x+dx2)]) |
1559 | minecount++; |
1560 | grid[y*ctx->w+x] = minecount; |
1561 | } |
1562 | } else { |
1563 | if (grid[(y+dy)*ctx->w+(x+dx)] >= 0) |
1564 | grid[(y+dy)*ctx->w+(x+dx)] += delta; |
1565 | } |
1566 | } |
1567 | } |
1568 | |
1569 | #ifdef GENERATION_DIAGNOSTICS |
1570 | { |
1571 | int yy, xx; |
1572 | printf("grid after perturbing:\n"); |
1573 | for (yy = 0; yy < ctx->h; yy++) { |
1574 | for (xx = 0; xx < ctx->w; xx++) { |
1575 | int v = ctx->grid[yy*ctx->w+xx]; |
1576 | if (yy == ctx->sy && xx == ctx->sx) { |
1577 | assert(!v); |
1578 | putchar('S'); |
1579 | } else if (v) { |
1580 | putchar('*'); |
1581 | } else { |
1582 | putchar('-'); |
1583 | } |
1584 | } |
1585 | putchar('\n'); |
1586 | } |
1587 | printf("\n"); |
1588 | } |
1589 | #endif |
1590 | |
1591 | return ret; |
1592 | } |
1593 | |
1594 | static char *minegen(int w, int h, int n, int x, int y, int unique, |
1595 | random_state *rs) |
1596 | { |
1597 | char *ret = snewn(w*h, char); |
1598 | int success; |
1599 | |
1600 | do { |
1601 | success = FALSE; |
1602 | |
1603 | memset(ret, 0, w*h); |
1604 | |
1605 | /* |
1606 | * Start by placing n mines, none of which is at x,y or within |
1607 | * one square of it. |
1608 | */ |
1609 | { |
1610 | int *tmp = snewn(w*h, int); |
1611 | int i, j, k, nn; |
1612 | |
1613 | /* |
1614 | * Write down the list of possible mine locations. |
1615 | */ |
1616 | k = 0; |
1617 | for (i = 0; i < h; i++) |
1618 | for (j = 0; j < w; j++) |
1619 | if (abs(i - y) > 1 || abs(j - x) > 1) |
1620 | tmp[k++] = i*w+j; |
1621 | |
1622 | /* |
1623 | * Now pick n off the list at random. |
1624 | */ |
1625 | nn = n; |
1626 | while (nn-- > 0) { |
1627 | i = random_upto(rs, k); |
1628 | ret[tmp[i]] = 1; |
1629 | tmp[i] = tmp[--k]; |
1630 | } |
1631 | |
1632 | sfree(tmp); |
1633 | } |
1634 | |
1635 | #ifdef GENERATION_DIAGNOSTICS |
1636 | { |
1637 | int yy, xx; |
1638 | printf("grid after initial generation:\n"); |
1639 | for (yy = 0; yy < h; yy++) { |
1640 | for (xx = 0; xx < w; xx++) { |
1641 | int v = ret[yy*w+xx]; |
1642 | if (yy == y && xx == x) { |
1643 | assert(!v); |
1644 | putchar('S'); |
1645 | } else if (v) { |
1646 | putchar('*'); |
1647 | } else { |
1648 | putchar('-'); |
1649 | } |
1650 | } |
1651 | putchar('\n'); |
1652 | } |
1653 | printf("\n"); |
1654 | } |
1655 | #endif |
1656 | |
1657 | /* |
1658 | * Now set up a results grid to run the solver in, and a |
1659 | * context for the solver to open squares. Then run the solver |
1660 | * repeatedly; if the number of perturb steps ever goes up or |
1661 | * it ever returns -1, give up completely. |
1662 | * |
1663 | * We bypass this bit if we're not after a unique grid. |
1664 | */ |
1665 | if (unique) { |
1666 | char *solvegrid = snewn(w*h, char); |
1667 | struct minectx actx, *ctx = &actx; |
1668 | int solveret, prevret = -2; |
1669 | |
1670 | ctx->grid = ret; |
1671 | ctx->w = w; |
1672 | ctx->h = h; |
1673 | ctx->sx = x; |
1674 | ctx->sy = y; |
1675 | ctx->rs = rs; |
1676 | |
1677 | while (1) { |
1678 | memset(solvegrid, -2, w*h); |
1679 | solvegrid[y*w+x] = mineopen(ctx, x, y); |
1680 | assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */ |
1681 | |
1682 | solveret = |
1683 | minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs); |
1684 | if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) { |
1685 | success = FALSE; |
1686 | break; |
1687 | } else if (solveret == 0) { |
1688 | success = TRUE; |
1689 | break; |
1690 | } |
1691 | } |
1692 | |
1693 | sfree(solvegrid); |
1694 | } else { |
1695 | success = TRUE; |
1696 | } |
1697 | |
1698 | } while (!success); |
1699 | |
1700 | return ret; |
1701 | } |
1702 | |
1703 | /* |
1704 | * The Mines game descriptions contain the location of every mine, |
1705 | * and can therefore be used to cheat. |
1706 | * |
1707 | * It would be pointless to attempt to _prevent_ this form of |
1708 | * cheating by encrypting the description, since Mines is |
1709 | * open-source so anyone can find out the encryption key. However, |
1710 | * I think it is worth doing a bit of gentle obfuscation to prevent |
1711 | * _accidental_ spoilers: if you happened to note that the game ID |
1712 | * starts with an F, for example, you might be unable to put the |
1713 | * knowledge of those mines out of your mind while playing. So, |
1714 | * just as discussions of film endings are rot13ed to avoid |
1715 | * spoiling it for people who don't want to be told, we apply a |
1716 | * keyless, reversible, but visually completely obfuscatory masking |
1717 | * function to the mine bitmap. |
1718 | */ |
1719 | static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode) |
1720 | { |
1721 | int bytes, firsthalf, secondhalf; |
1722 | struct step { |
1723 | unsigned char *seedstart; |
1724 | int seedlen; |
1725 | unsigned char *targetstart; |
1726 | int targetlen; |
1727 | } steps[2]; |
1728 | int i, j; |
1729 | |
1730 | /* |
1731 | * My obfuscation algorithm is similar in concept to the OAEP |
1732 | * encoding used in some forms of RSA. Here's a specification |
1733 | * of it: |
1734 | * |
1735 | * + We have a `masking function' which constructs a stream of |
1736 | * pseudorandom bytes from a seed of some number of input |
1737 | * bytes. |
1738 | * |
1739 | * + We pad out our input bit stream to a whole number of |
1740 | * bytes by adding up to 7 zero bits on the end. (In fact |
1741 | * the bitmap passed as input to this function will already |
1742 | * have had this done in practice.) |
1743 | * |
1744 | * + We divide the _byte_ stream exactly in half, rounding the |
1745 | * half-way position _down_. So an 81-bit input string, for |
1746 | * example, rounds up to 88 bits or 11 bytes, and then |
1747 | * dividing by two gives 5 bytes in the first half and 6 in |
1748 | * the second half. |
1749 | * |
1750 | * + We generate a mask from the second half of the bytes, and |
1751 | * XOR it over the first half. |
1752 | * |
1753 | * + We generate a mask from the (encoded) first half of the |
1754 | * bytes, and XOR it over the second half. Any null bits at |
1755 | * the end which were added as padding are cleared back to |
1756 | * zero even if this operation would have made them nonzero. |
1757 | * |
1758 | * To de-obfuscate, the steps are precisely the same except |
1759 | * that the final two are reversed. |
1760 | * |
1761 | * Finally, our masking function. Given an input seed string of |
1762 | * bytes, the output mask consists of concatenating the SHA-1 |
1763 | * hashes of the seed string and successive decimal integers, |
1764 | * starting from 0. |
1765 | */ |
1766 | |
1767 | bytes = (bits + 7) / 8; |
1768 | firsthalf = bytes / 2; |
1769 | secondhalf = bytes - firsthalf; |
1770 | |
1771 | steps[decode ? 1 : 0].seedstart = bmp + firsthalf; |
1772 | steps[decode ? 1 : 0].seedlen = secondhalf; |
1773 | steps[decode ? 1 : 0].targetstart = bmp; |
1774 | steps[decode ? 1 : 0].targetlen = firsthalf; |
1775 | |
1776 | steps[decode ? 0 : 1].seedstart = bmp; |
1777 | steps[decode ? 0 : 1].seedlen = firsthalf; |
1778 | steps[decode ? 0 : 1].targetstart = bmp + firsthalf; |
1779 | steps[decode ? 0 : 1].targetlen = secondhalf; |
1780 | |
1781 | for (i = 0; i < 2; i++) { |
1782 | SHA_State base, final; |
1783 | unsigned char digest[20]; |
1784 | char numberbuf[80]; |
1785 | int digestpos = 20, counter = 0; |
1786 | |
1787 | SHA_Init(&base); |
1788 | SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen); |
1789 | |
1790 | for (j = 0; j < steps[i].targetlen; j++) { |
1791 | if (digestpos >= 20) { |
1792 | sprintf(numberbuf, "%d", counter++); |
1793 | final = base; |
1794 | SHA_Bytes(&final, numberbuf, strlen(numberbuf)); |
1795 | SHA_Final(&final, digest); |
1796 | digestpos = 0; |
1797 | } |
1798 | steps[i].targetstart[j] ^= digest[digestpos]++; |
1799 | } |
1800 | |
1801 | /* |
1802 | * Mask off the pad bits in the final byte after both steps. |
1803 | */ |
1804 | if (bits % 8) |
1805 | bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8)); |
1806 | } |
1807 | } |
1808 | |
c380832d |
1809 | static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, |
1810 | random_state *rs, char **game_desc) |
7959b517 |
1811 | { |
1812 | char *grid, *ret, *p; |
1813 | unsigned char *bmp; |
c380832d |
1814 | int i, area; |
7959b517 |
1815 | |
c380832d |
1816 | grid = minegen(w, h, n, x, y, unique, rs); |
7959b517 |
1817 | |
c380832d |
1818 | if (game_desc) { |
1819 | /* |
1820 | * Set up the mine bitmap and obfuscate it. |
1821 | */ |
1822 | area = w * h; |
1823 | bmp = snewn((area + 7) / 8, unsigned char); |
1824 | memset(bmp, 0, (area + 7) / 8); |
1825 | for (i = 0; i < area; i++) { |
1826 | if (grid[i]) |
1827 | bmp[i / 8] |= 0x80 >> (i % 8); |
1828 | } |
1829 | obfuscate_bitmap(bmp, area, FALSE); |
7959b517 |
1830 | |
c380832d |
1831 | /* |
1832 | * Now encode the resulting bitmap in hex. We can work to |
1833 | * nibble rather than byte granularity, since the obfuscation |
1834 | * function guarantees to return a bit string of the same |
1835 | * length as its input. |
1836 | */ |
1837 | ret = snewn((area+3)/4 + 100, char); |
1838 | p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */ |
1839 | for (i = 0; i < (area+3)/4; i++) { |
1840 | int v = bmp[i/2]; |
1841 | if (i % 2 == 0) |
1842 | v >>= 4; |
1843 | *p++ = "0123456789abcdef"[v & 0xF]; |
1844 | } |
1845 | *p = '\0'; |
7959b517 |
1846 | |
c380832d |
1847 | sfree(bmp); |
7959b517 |
1848 | |
c380832d |
1849 | *game_desc = ret; |
1850 | } |
7959b517 |
1851 | |
c380832d |
1852 | return grid; |
1853 | } |
1854 | |
1855 | static char *new_game_desc(game_params *params, random_state *rs, |
1856 | game_aux_info **aux) |
1857 | { |
1858 | #ifdef PREOPENED |
1859 | int x = random_upto(rs, params->w); |
1860 | int y = random_upto(rs, params->h); |
1861 | char *grid, *desc; |
1862 | |
1863 | grid = new_mine_layout(params->w, params->h, params->n, |
1864 | x, y, params->unique, rs); |
1865 | #else |
1866 | char *rsdesc, *desc; |
1867 | |
1868 | rsdesc = random_state_encode(rs); |
1869 | desc = snewn(strlen(rsdesc) + 100, char); |
1870 | sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc); |
1871 | sfree(rsdesc); |
1872 | return desc; |
1873 | #endif |
7959b517 |
1874 | } |
1875 | |
1876 | static void game_free_aux_info(game_aux_info *aux) |
1877 | { |
1878 | assert(!"Shouldn't happen"); |
1879 | } |
1880 | |
1881 | static char *validate_desc(game_params *params, char *desc) |
1882 | { |
1883 | int wh = params->w * params->h; |
1884 | int x, y; |
1885 | |
c380832d |
1886 | if (*desc == 'r') { |
1887 | if (!*desc || !isdigit((unsigned char)*desc)) |
1888 | return "No initial mine count in game description"; |
1889 | while (*desc && isdigit((unsigned char)*desc)) |
1890 | desc++; /* skip over mine count */ |
1891 | if (*desc != ',') |
1892 | return "No ',' after initial x-coordinate in game description"; |
7959b517 |
1893 | desc++; |
c380832d |
1894 | if (*desc != 'u' && *desc != 'a') |
1895 | return "No uniqueness specifier in game description"; |
1896 | desc++; |
1897 | if (*desc != ',') |
1898 | return "No ',' after uniqueness specifier in game description"; |
1899 | /* now ignore the rest */ |
1900 | } else { |
1901 | if (!*desc || !isdigit((unsigned char)*desc)) |
1902 | return "No initial x-coordinate in game description"; |
1903 | x = atoi(desc); |
1904 | if (x < 0 || x >= params->w) |
1905 | return "Initial x-coordinate was out of range"; |
1906 | while (*desc && isdigit((unsigned char)*desc)) |
1907 | desc++; /* skip over x coordinate */ |
1908 | if (*desc != ',') |
1909 | return "No ',' after initial x-coordinate in game description"; |
1910 | desc++; /* eat comma */ |
1911 | if (!*desc || !isdigit((unsigned char)*desc)) |
1912 | return "No initial y-coordinate in game description"; |
1913 | y = atoi(desc); |
1914 | if (y < 0 || y >= params->h) |
1915 | return "Initial y-coordinate was out of range"; |
1916 | while (*desc && isdigit((unsigned char)*desc)) |
1917 | desc++; /* skip over y coordinate */ |
1918 | if (*desc != ',') |
1919 | return "No ',' after initial y-coordinate in game description"; |
1920 | desc++; /* eat comma */ |
1921 | /* eat `m', meaning `masked', if present */ |
1922 | if (*desc == 'm') |
1923 | desc++; |
1924 | /* now just check length of remainder */ |
1925 | if (strlen(desc) != (wh+3)/4) |
1926 | return "Game description is wrong length"; |
1927 | } |
7959b517 |
1928 | |
1929 | return NULL; |
1930 | } |
1931 | |
1932 | static int open_square(game_state *state, int x, int y) |
1933 | { |
1934 | int w = state->w, h = state->h; |
1935 | int xx, yy, nmines, ncovered; |
1936 | |
c380832d |
1937 | if (!state->layout->mines) { |
1938 | /* |
1939 | * We have a preliminary game in which the mine layout |
1940 | * hasn't been generated yet. Generate it based on the |
1941 | * initial click location. |
1942 | */ |
1943 | char *desc; |
1944 | state->layout->mines = new_mine_layout(w, h, state->layout->n, |
1945 | x, y, state->layout->unique, |
1946 | state->layout->rs, |
1947 | &desc); |
1948 | midend_supersede_game_desc(state->layout->me, desc); |
1949 | sfree(desc); |
1950 | random_free(state->layout->rs); |
1951 | state->layout->rs = NULL; |
1952 | } |
1953 | |
1954 | if (state->layout->mines[y*w+x]) { |
7959b517 |
1955 | /* |
1956 | * The player has landed on a mine. Bad luck. Expose all |
1957 | * the mines. |
1958 | */ |
1959 | state->dead = TRUE; |
1960 | for (yy = 0; yy < h; yy++) |
1961 | for (xx = 0; xx < w; xx++) { |
c380832d |
1962 | if (state->layout->mines[yy*w+xx] && |
7959b517 |
1963 | (state->grid[yy*w+xx] == -2 || |
1964 | state->grid[yy*w+xx] == -3)) { |
1965 | state->grid[yy*w+xx] = 64; |
1966 | } |
c380832d |
1967 | if (!state->layout->mines[yy*w+xx] && |
7959b517 |
1968 | state->grid[yy*w+xx] == -1) { |
1969 | state->grid[yy*w+xx] = 66; |
1970 | } |
1971 | } |
1972 | state->grid[y*w+x] = 65; |
1973 | return -1; |
1974 | } |
1975 | |
1976 | /* |
1977 | * Otherwise, the player has opened a safe square. Mark it to-do. |
1978 | */ |
1979 | state->grid[y*w+x] = -10; /* `todo' value internal to this func */ |
1980 | |
1981 | /* |
1982 | * Now go through the grid finding all `todo' values and |
1983 | * opening them. Every time one of them turns out to have no |
1984 | * neighbouring mines, we add all its unopened neighbours to |
1985 | * the list as well. |
1986 | * |
1987 | * FIXME: We really ought to be able to do this better than |
1988 | * using repeated N^2 scans of the grid. |
1989 | */ |
1990 | while (1) { |
1991 | int done_something = FALSE; |
1992 | |
1993 | for (yy = 0; yy < h; yy++) |
1994 | for (xx = 0; xx < w; xx++) |
1995 | if (state->grid[yy*w+xx] == -10) { |
1996 | int dx, dy, v; |
1997 | |
c380832d |
1998 | assert(!state->layout->mines[yy*w+xx]); |
7959b517 |
1999 | |
2000 | v = 0; |
2001 | |
2002 | for (dx = -1; dx <= +1; dx++) |
2003 | for (dy = -1; dy <= +1; dy++) |
2004 | if (xx+dx >= 0 && xx+dx < state->w && |
2005 | yy+dy >= 0 && yy+dy < state->h && |
c380832d |
2006 | state->layout->mines[(yy+dy)*w+(xx+dx)]) |
7959b517 |
2007 | v++; |
2008 | |
2009 | state->grid[yy*w+xx] = v; |
2010 | |
2011 | if (v == 0) { |
2012 | for (dx = -1; dx <= +1; dx++) |
2013 | for (dy = -1; dy <= +1; dy++) |
2014 | if (xx+dx >= 0 && xx+dx < state->w && |
2015 | yy+dy >= 0 && yy+dy < state->h && |
2016 | state->grid[(yy+dy)*w+(xx+dx)] == -2) |
2017 | state->grid[(yy+dy)*w+(xx+dx)] = -10; |
2018 | } |
2019 | |
2020 | done_something = TRUE; |
2021 | } |
2022 | |
2023 | if (!done_something) |
2024 | break; |
2025 | } |
2026 | |
2027 | /* |
2028 | * Finally, scan the grid and see if exactly as many squares |
2029 | * are still covered as there are mines. If so, set the `won' |
2030 | * flag and fill in mine markers on all covered squares. |
2031 | */ |
2032 | nmines = ncovered = 0; |
2033 | for (yy = 0; yy < h; yy++) |
2034 | for (xx = 0; xx < w; xx++) { |
2035 | if (state->grid[yy*w+xx] < 0) |
2036 | ncovered++; |
c380832d |
2037 | if (state->layout->mines[yy*w+xx]) |
7959b517 |
2038 | nmines++; |
2039 | } |
2040 | assert(ncovered >= nmines); |
2041 | if (ncovered == nmines) { |
2042 | for (yy = 0; yy < h; yy++) |
2043 | for (xx = 0; xx < w; xx++) { |
2044 | if (state->grid[yy*w+xx] < 0) |
2045 | state->grid[yy*w+xx] = -1; |
2046 | } |
2047 | state->won = TRUE; |
2048 | } |
2049 | |
2050 | return 0; |
2051 | } |
2052 | |
c380832d |
2053 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
7959b517 |
2054 | { |
2055 | game_state *state = snew(game_state); |
2056 | int i, wh, x, y, ret, masked; |
2057 | unsigned char *bmp; |
2058 | |
2059 | state->w = params->w; |
2060 | state->h = params->h; |
2061 | state->n = params->n; |
2062 | state->dead = state->won = FALSE; |
2063 | |
2064 | wh = state->w * state->h; |
7959b517 |
2065 | |
c380832d |
2066 | state->layout = snew(struct mine_layout); |
2067 | state->layout->refcount = 1; |
2068 | |
2069 | state->grid = snewn(wh, char); |
2070 | memset(state->grid, -2, wh); |
2071 | |
2072 | if (*desc == 'r') { |
2073 | desc++; |
2074 | state->layout->n = atoi(desc); |
2075 | while (*desc && isdigit((unsigned char)*desc)) |
2076 | desc++; /* skip over mine count */ |
2077 | if (*desc) desc++; /* eat comma */ |
2078 | if (*desc == 'a') |
2079 | state->layout->unique = FALSE; |
7959b517 |
2080 | else |
c380832d |
2081 | state->layout->unique = TRUE; |
2082 | desc++; |
2083 | if (*desc) desc++; /* eat comma */ |
7959b517 |
2084 | |
c380832d |
2085 | state->layout->mines = NULL; |
2086 | state->layout->rs = random_state_decode(desc); |
2087 | state->layout->me = me; |
7959b517 |
2088 | |
c380832d |
2089 | } else { |
7959b517 |
2090 | |
c380832d |
2091 | state->layout->mines = snewn(wh, char); |
2092 | x = atoi(desc); |
2093 | while (*desc && isdigit((unsigned char)*desc)) |
2094 | desc++; /* skip over x coordinate */ |
2095 | if (*desc) desc++; /* eat comma */ |
2096 | y = atoi(desc); |
2097 | while (*desc && isdigit((unsigned char)*desc)) |
2098 | desc++; /* skip over y coordinate */ |
2099 | if (*desc) desc++; /* eat comma */ |
2100 | |
2101 | if (*desc == 'm') { |
2102 | masked = TRUE; |
2103 | desc++; |
2104 | } else { |
2105 | /* |
2106 | * We permit game IDs to be entered by hand without the |
2107 | * masking transformation. |
2108 | */ |
2109 | masked = FALSE; |
2110 | } |
7959b517 |
2111 | |
c380832d |
2112 | bmp = snewn((wh + 7) / 8, unsigned char); |
2113 | memset(bmp, 0, (wh + 7) / 8); |
2114 | for (i = 0; i < (wh+3)/4; i++) { |
2115 | int c = desc[i]; |
2116 | int v; |
2117 | |
2118 | assert(c != 0); /* validate_desc should have caught */ |
2119 | if (c >= '0' && c <= '9') |
2120 | v = c - '0'; |
2121 | else if (c >= 'a' && c <= 'f') |
2122 | v = c - 'a' + 10; |
2123 | else if (c >= 'A' && c <= 'F') |
2124 | v = c - 'A' + 10; |
2125 | else |
2126 | v = 0; |
2127 | |
2128 | bmp[i / 2] |= v << (4 * (1 - (i % 2))); |
2129 | } |
7959b517 |
2130 | |
c380832d |
2131 | if (masked) |
2132 | obfuscate_bitmap(bmp, wh, TRUE); |
2133 | |
2134 | memset(state->layout->mines, 0, wh); |
2135 | for (i = 0; i < wh; i++) { |
2136 | if (bmp[i / 8] & (0x80 >> (i % 8))) |
2137 | state->layout->mines[i] = 1; |
2138 | } |
2139 | |
2140 | ret = open_square(state, x, y); |
2141 | } |
7959b517 |
2142 | |
2143 | return state; |
2144 | } |
2145 | |
2146 | static game_state *dup_game(game_state *state) |
2147 | { |
2148 | game_state *ret = snew(game_state); |
2149 | |
2150 | ret->w = state->w; |
2151 | ret->h = state->h; |
2152 | ret->n = state->n; |
2153 | ret->dead = state->dead; |
2154 | ret->won = state->won; |
c380832d |
2155 | ret->layout = state->layout; |
2156 | ret->layout->refcount++; |
7959b517 |
2157 | ret->grid = snewn(ret->w * ret->h, char); |
2158 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
2159 | |
2160 | return ret; |
2161 | } |
2162 | |
2163 | static void free_game(game_state *state) |
2164 | { |
c380832d |
2165 | if (--state->layout->refcount <= 0) { |
2166 | sfree(state->layout->mines); |
2167 | if (state->layout->rs) |
2168 | random_free(state->layout->rs); |
2169 | sfree(state->layout); |
2170 | } |
7959b517 |
2171 | sfree(state->grid); |
2172 | sfree(state); |
2173 | } |
2174 | |
2175 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
2176 | char **error) |
2177 | { |
2178 | return NULL; |
2179 | } |
2180 | |
2181 | static char *game_text_format(game_state *state) |
2182 | { |
2183 | return NULL; |
2184 | } |
2185 | |
2186 | struct game_ui { |
2187 | int hx, hy, hradius; /* for mouse-down highlights */ |
2188 | int flash_is_death; |
2189 | }; |
2190 | |
2191 | static game_ui *new_ui(game_state *state) |
2192 | { |
2193 | game_ui *ui = snew(game_ui); |
2194 | ui->hx = ui->hy = -1; |
2195 | ui->hradius = 0; |
2196 | ui->flash_is_death = FALSE; /* *shrug* */ |
2197 | return ui; |
2198 | } |
2199 | |
2200 | static void free_ui(game_ui *ui) |
2201 | { |
2202 | sfree(ui); |
2203 | } |
2204 | |
2205 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
2206 | int button) |
2207 | { |
2208 | game_state *ret; |
2209 | int cx, cy; |
2210 | |
2211 | if (from->dead || from->won) |
2212 | return NULL; /* no further moves permitted */ |
2213 | |
2214 | if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && |
2215 | !IS_MOUSE_RELEASE(button)) |
2216 | return NULL; |
2217 | |
2218 | cx = FROMCOORD(x); |
2219 | cy = FROMCOORD(y); |
2220 | if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h) |
2221 | return NULL; |
2222 | |
2223 | if (button == LEFT_BUTTON || button == LEFT_DRAG) { |
2224 | /* |
2225 | * Mouse-downs and mouse-drags just cause highlighting |
2226 | * updates. |
2227 | */ |
2228 | ui->hx = cx; |
2229 | ui->hy = cy; |
2230 | ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0); |
2231 | return from; |
2232 | } |
2233 | |
2234 | if (button == RIGHT_BUTTON) { |
2235 | /* |
2236 | * Right-clicking only works on a covered square, and it |
2237 | * toggles between -1 (marked as mine) and -2 (not marked |
2238 | * as mine). |
2239 | * |
2240 | * FIXME: question marks. |
2241 | */ |
2242 | if (from->grid[cy * from->w + cx] != -2 && |
2243 | from->grid[cy * from->w + cx] != -1) |
2244 | return NULL; |
2245 | |
2246 | ret = dup_game(from); |
2247 | ret->grid[cy * from->w + cx] ^= (-2 ^ -1); |
2248 | |
2249 | return ret; |
2250 | } |
2251 | |
2252 | if (button == LEFT_RELEASE) { |
2253 | ui->hx = ui->hy = -1; |
2254 | ui->hradius = 0; |
2255 | |
2256 | /* |
2257 | * At this stage we must never return NULL: we have adjusted |
2258 | * the ui, so at worst we return `from'. |
2259 | */ |
2260 | |
2261 | /* |
2262 | * Left-clicking on a covered square opens a tile. Not |
2263 | * permitted if the tile is marked as a mine, for safety. |
2264 | * (Unmark it and _then_ open it.) |
2265 | */ |
2266 | if (from->grid[cy * from->w + cx] == -2 || |
2267 | from->grid[cy * from->w + cx] == -3) { |
2268 | ret = dup_game(from); |
2269 | open_square(ret, cx, cy); |
2270 | return ret; |
2271 | } |
2272 | |
2273 | /* |
2274 | * Left-clicking on an uncovered tile: first we check to see if |
2275 | * the number of mine markers surrounding the tile is equal to |
2276 | * its mine count, and if so then we open all other surrounding |
2277 | * squares. |
2278 | */ |
2279 | if (from->grid[cy * from->w + cx] > 0) { |
2280 | int dy, dx, n; |
2281 | |
2282 | /* Count mine markers. */ |
2283 | n = 0; |
2284 | for (dy = -1; dy <= +1; dy++) |
2285 | for (dx = -1; dx <= +1; dx++) |
2286 | if (cx+dx >= 0 && cx+dx < from->w && |
2287 | cy+dy >= 0 && cy+dy < from->h) { |
2288 | if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1) |
2289 | n++; |
2290 | } |
2291 | |
2292 | if (n == from->grid[cy * from->w + cx]) { |
2293 | ret = dup_game(from); |
2294 | for (dy = -1; dy <= +1; dy++) |
2295 | for (dx = -1; dx <= +1; dx++) |
2296 | if (cx+dx >= 0 && cx+dx < ret->w && |
2297 | cy+dy >= 0 && cy+dy < ret->h && |
2298 | (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 || |
2299 | ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3)) |
2300 | open_square(ret, cx+dx, cy+dy); |
2301 | return ret; |
2302 | } |
2303 | } |
2304 | |
2305 | return from; |
2306 | } |
2307 | |
2308 | return NULL; |
2309 | } |
2310 | |
2311 | /* ---------------------------------------------------------------------- |
2312 | * Drawing routines. |
2313 | */ |
2314 | |
2315 | struct game_drawstate { |
2316 | int w, h, started; |
2317 | char *grid; |
2318 | /* |
2319 | * Items in this `grid' array have all the same values as in |
2320 | * the game_state grid, and in addition: |
2321 | * |
2322 | * - -10 means the tile was drawn `specially' as a result of a |
2323 | * flash, so it will always need redrawing. |
2324 | * |
2325 | * - -22 and -23 mean the tile is highlighted for a possible |
2326 | * click. |
2327 | */ |
2328 | }; |
2329 | |
2330 | static void game_size(game_params *params, int *x, int *y) |
2331 | { |
2332 | *x = BORDER * 2 + TILE_SIZE * params->w; |
2333 | *y = BORDER * 2 + TILE_SIZE * params->h; |
2334 | } |
2335 | |
2336 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2337 | { |
2338 | float *ret = snewn(3 * NCOLOURS, float); |
2339 | |
2340 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2341 | |
2342 | ret[COL_1 * 3 + 0] = 0.0F; |
2343 | ret[COL_1 * 3 + 1] = 0.0F; |
2344 | ret[COL_1 * 3 + 2] = 1.0F; |
2345 | |
2346 | ret[COL_2 * 3 + 0] = 0.0F; |
2347 | ret[COL_2 * 3 + 1] = 0.5F; |
2348 | ret[COL_2 * 3 + 2] = 0.0F; |
2349 | |
2350 | ret[COL_3 * 3 + 0] = 1.0F; |
2351 | ret[COL_3 * 3 + 1] = 0.0F; |
2352 | ret[COL_3 * 3 + 2] = 0.0F; |
2353 | |
2354 | ret[COL_4 * 3 + 0] = 0.0F; |
2355 | ret[COL_4 * 3 + 1] = 0.0F; |
2356 | ret[COL_4 * 3 + 2] = 0.5F; |
2357 | |
2358 | ret[COL_5 * 3 + 0] = 0.5F; |
2359 | ret[COL_5 * 3 + 1] = 0.0F; |
2360 | ret[COL_5 * 3 + 2] = 0.0F; |
2361 | |
2362 | ret[COL_6 * 3 + 0] = 0.0F; |
2363 | ret[COL_6 * 3 + 1] = 0.5F; |
2364 | ret[COL_6 * 3 + 2] = 0.5F; |
2365 | |
2366 | ret[COL_7 * 3 + 0] = 0.0F; |
2367 | ret[COL_7 * 3 + 1] = 0.0F; |
2368 | ret[COL_7 * 3 + 2] = 0.0F; |
2369 | |
2370 | ret[COL_8 * 3 + 0] = 0.5F; |
2371 | ret[COL_8 * 3 + 1] = 0.5F; |
2372 | ret[COL_8 * 3 + 2] = 0.5F; |
2373 | |
2374 | ret[COL_MINE * 3 + 0] = 0.0F; |
2375 | ret[COL_MINE * 3 + 1] = 0.0F; |
2376 | ret[COL_MINE * 3 + 2] = 0.0F; |
2377 | |
2378 | ret[COL_BANG * 3 + 0] = 1.0F; |
2379 | ret[COL_BANG * 3 + 1] = 0.0F; |
2380 | ret[COL_BANG * 3 + 2] = 0.0F; |
2381 | |
2382 | ret[COL_CROSS * 3 + 0] = 1.0F; |
2383 | ret[COL_CROSS * 3 + 1] = 0.0F; |
2384 | ret[COL_CROSS * 3 + 2] = 0.0F; |
2385 | |
2386 | ret[COL_FLAG * 3 + 0] = 1.0F; |
2387 | ret[COL_FLAG * 3 + 1] = 0.0F; |
2388 | ret[COL_FLAG * 3 + 2] = 0.0F; |
2389 | |
2390 | ret[COL_FLAGBASE * 3 + 0] = 0.0F; |
2391 | ret[COL_FLAGBASE * 3 + 1] = 0.0F; |
2392 | ret[COL_FLAGBASE * 3 + 2] = 0.0F; |
2393 | |
2394 | ret[COL_QUERY * 3 + 0] = 0.0F; |
2395 | ret[COL_QUERY * 3 + 1] = 0.0F; |
2396 | ret[COL_QUERY * 3 + 2] = 0.0F; |
2397 | |
2398 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
2399 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
2400 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
2401 | |
2402 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; |
2403 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; |
2404 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; |
2405 | |
2406 | *ncolours = NCOLOURS; |
2407 | return ret; |
2408 | } |
2409 | |
2410 | static game_drawstate *game_new_drawstate(game_state *state) |
2411 | { |
2412 | struct game_drawstate *ds = snew(struct game_drawstate); |
2413 | |
2414 | ds->w = state->w; |
2415 | ds->h = state->h; |
2416 | ds->started = FALSE; |
2417 | ds->grid = snewn(ds->w * ds->h, char); |
2418 | |
2419 | memset(ds->grid, -99, ds->w * ds->h); |
2420 | |
2421 | return ds; |
2422 | } |
2423 | |
2424 | static void game_free_drawstate(game_drawstate *ds) |
2425 | { |
2426 | sfree(ds->grid); |
2427 | sfree(ds); |
2428 | } |
2429 | |
2430 | static void draw_tile(frontend *fe, int x, int y, int v, int bg) |
2431 | { |
2432 | if (v < 0) { |
2433 | int coords[12]; |
2434 | int hl = 0; |
2435 | |
2436 | if (v == -22 || v == -23) { |
2437 | v += 20; |
2438 | |
2439 | /* |
2440 | * Omit the highlights in this case. |
2441 | */ |
2442 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, bg); |
2443 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2444 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2445 | } else { |
2446 | /* |
2447 | * Draw highlights to indicate the square is covered. |
2448 | */ |
2449 | coords[0] = x + TILE_SIZE - 1; |
2450 | coords[1] = y + TILE_SIZE - 1; |
2451 | coords[2] = x + TILE_SIZE - 1; |
2452 | coords[3] = y; |
2453 | coords[4] = x; |
2454 | coords[5] = y + TILE_SIZE - 1; |
2455 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl); |
2456 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl); |
2457 | |
2458 | coords[0] = x; |
2459 | coords[1] = y; |
2460 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl); |
2461 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl); |
2462 | |
2463 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
2464 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
2465 | bg); |
2466 | } |
2467 | |
2468 | if (v == -1) { |
2469 | /* |
2470 | * Draw a flag. |
2471 | */ |
2472 | #define SETCOORD(n, dx, dy) do { \ |
2473 | coords[(n)*2+0] = x + TILE_SIZE * (dx); \ |
2474 | coords[(n)*2+1] = y + TILE_SIZE * (dy); \ |
2475 | } while (0) |
2476 | SETCOORD(0, 0.6, 0.35); |
2477 | SETCOORD(1, 0.6, 0.7); |
2478 | SETCOORD(2, 0.8, 0.8); |
2479 | SETCOORD(3, 0.25, 0.8); |
2480 | SETCOORD(4, 0.55, 0.7); |
2481 | SETCOORD(5, 0.55, 0.35); |
2482 | draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE); |
2483 | draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE); |
2484 | |
2485 | SETCOORD(0, 0.6, 0.2); |
2486 | SETCOORD(1, 0.6, 0.5); |
2487 | SETCOORD(2, 0.2, 0.35); |
2488 | draw_polygon(fe, coords, 3, TRUE, COL_FLAG); |
2489 | draw_polygon(fe, coords, 3, FALSE, COL_FLAG); |
2490 | #undef SETCOORD |
2491 | |
2492 | } else if (v == -3) { |
2493 | /* |
2494 | * Draw a question mark. |
2495 | */ |
2496 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2497 | FONT_VARIABLE, TILE_SIZE * 6 / 8, |
2498 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2499 | COL_QUERY, "?"); |
2500 | } |
2501 | } else { |
2502 | /* |
2503 | * Clear the square to the background colour, and draw thin |
2504 | * grid lines along the top and left. |
2505 | * |
2506 | * Exception is that for value 65 (mine we've just trodden |
2507 | * on), we clear the square to COL_BANG. |
2508 | */ |
2509 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
2510 | (v == 65 ? COL_BANG : bg)); |
2511 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
2512 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
2513 | |
2514 | if (v > 0 && v <= 8) { |
2515 | /* |
2516 | * Mark a number. |
2517 | */ |
2518 | char str[2]; |
2519 | str[0] = v + '0'; |
2520 | str[1] = '\0'; |
2521 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2522 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2523 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2524 | (COL_1 - 1) + v, str); |
2525 | |
2526 | } else if (v >= 64) { |
2527 | /* |
2528 | * Mark a mine. |
2529 | * |
2530 | * FIXME: this could be done better! |
2531 | */ |
2532 | #if 0 |
2533 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
2534 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
2535 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2536 | COL_MINE, "*"); |
2537 | #else |
2538 | { |
2539 | int cx = x + TILE_SIZE / 2; |
2540 | int cy = y + TILE_SIZE / 2; |
2541 | int r = TILE_SIZE / 2 - 3; |
2542 | int coords[4*5*2]; |
2543 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
2544 | int tdx, tdy, i; |
2545 | |
2546 | for (i = 0; i < 4*5*2; i += 5*2) { |
2547 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
2548 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
2549 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
2550 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
2551 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
2552 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
2553 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
2554 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
2555 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
2556 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
2557 | |
2558 | tdx = ydx; |
2559 | tdy = ydy; |
2560 | ydx = xdx; |
2561 | ydy = xdy; |
2562 | xdx = -tdx; |
2563 | xdy = -tdy; |
2564 | } |
2565 | |
2566 | draw_polygon(fe, coords, 5*4, TRUE, COL_MINE); |
2567 | draw_polygon(fe, coords, 5*4, FALSE, COL_MINE); |
2568 | |
2569 | draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
2570 | } |
2571 | #endif |
2572 | |
2573 | if (v == 66) { |
2574 | /* |
2575 | * Cross through the mine. |
2576 | */ |
2577 | int dx; |
2578 | for (dx = -1; dx <= +1; dx++) { |
2579 | draw_line(fe, x + 3 + dx, y + 2, |
2580 | x + TILE_SIZE - 3 + dx, |
2581 | y + TILE_SIZE - 2, COL_CROSS); |
2582 | draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2, |
2583 | x + 3 + dx, y + TILE_SIZE - 2, |
2584 | COL_CROSS); |
2585 | } |
2586 | } |
2587 | } |
2588 | } |
2589 | |
2590 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
2591 | } |
2592 | |
2593 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
2594 | game_state *state, int dir, game_ui *ui, |
2595 | float animtime, float flashtime) |
2596 | { |
2597 | int x, y; |
2598 | int mines, markers, bg; |
2599 | |
2600 | if (flashtime) { |
2601 | int frame = (flashtime / FLASH_FRAME); |
2602 | if (frame % 2) |
2603 | bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); |
2604 | else |
2605 | bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT); |
2606 | } else |
2607 | bg = COL_BACKGROUND; |
2608 | |
2609 | if (!ds->started) { |
2610 | int coords[6]; |
2611 | |
2612 | draw_rect(fe, 0, 0, |
2613 | TILE_SIZE * state->w + 2 * BORDER, |
2614 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
2615 | draw_update(fe, 0, 0, |
2616 | TILE_SIZE * state->w + 2 * BORDER, |
2617 | TILE_SIZE * state->h + 2 * BORDER); |
2618 | |
2619 | /* |
2620 | * Recessed area containing the whole puzzle. |
2621 | */ |
2622 | coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2623 | coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2624 | coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
2625 | coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2626 | coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2627 | coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
2628 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
2629 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
2630 | |
2631 | coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2632 | coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
2633 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
2634 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
2635 | |
2636 | ds->started = TRUE; |
2637 | } |
2638 | |
2639 | /* |
2640 | * Now draw the tiles. Also in this loop, count up the number |
2641 | * of mines and mine markers. |
2642 | */ |
2643 | mines = markers = 0; |
2644 | for (y = 0; y < ds->h; y++) |
2645 | for (x = 0; x < ds->w; x++) { |
2646 | int v = state->grid[y*ds->w+x]; |
2647 | |
2648 | if (v == -1) |
2649 | markers++; |
c380832d |
2650 | if (state->layout->mines && state->layout->mines[y*ds->w+x]) |
7959b517 |
2651 | mines++; |
2652 | |
2653 | if ((v == -2 || v == -3) && |
2654 | (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) |
2655 | v -= 20; |
2656 | |
2657 | if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { |
2658 | draw_tile(fe, COORD(x), COORD(y), v, bg); |
2659 | ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); |
2660 | } |
2661 | } |
2662 | |
c380832d |
2663 | if (!state->layout->mines) |
2664 | mines = state->layout->n; |
2665 | |
7959b517 |
2666 | /* |
2667 | * Update the status bar. |
2668 | */ |
2669 | { |
2670 | char statusbar[512]; |
2671 | if (state->dead) { |
2672 | sprintf(statusbar, "GAME OVER!"); |
2673 | } else if (state->won) { |
2674 | sprintf(statusbar, "COMPLETED!"); |
2675 | } else { |
2676 | sprintf(statusbar, "Mines marked: %d / %d", markers, mines); |
2677 | } |
2678 | status_bar(fe, statusbar); |
2679 | } |
2680 | } |
2681 | |
2682 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2683 | int dir, game_ui *ui) |
2684 | { |
2685 | return 0.0F; |
2686 | } |
2687 | |
2688 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2689 | int dir, game_ui *ui) |
2690 | { |
2691 | if (dir > 0 && !oldstate->dead && !oldstate->won) { |
2692 | if (newstate->dead) { |
2693 | ui->flash_is_death = TRUE; |
2694 | return 3 * FLASH_FRAME; |
2695 | } |
2696 | if (newstate->won) { |
2697 | ui->flash_is_death = FALSE; |
2698 | return 2 * FLASH_FRAME; |
2699 | } |
2700 | } |
2701 | return 0.0F; |
2702 | } |
2703 | |
2704 | static int game_wants_statusbar(void) |
2705 | { |
2706 | return TRUE; |
2707 | } |
2708 | |
2709 | #ifdef COMBINED |
2710 | #define thegame mines |
2711 | #endif |
2712 | |
2713 | const struct game thegame = { |
2714 | "Mines", "games.mines", |
2715 | default_params, |
2716 | game_fetch_preset, |
2717 | decode_params, |
2718 | encode_params, |
2719 | free_params, |
2720 | dup_params, |
2721 | TRUE, game_configure, custom_params, |
2722 | validate_params, |
2723 | new_game_desc, |
2724 | game_free_aux_info, |
2725 | validate_desc, |
2726 | new_game, |
2727 | dup_game, |
2728 | free_game, |
2729 | FALSE, solve_game, |
2730 | FALSE, game_text_format, |
2731 | new_ui, |
2732 | free_ui, |
2733 | make_move, |
2734 | game_size, |
2735 | game_colours, |
2736 | game_new_drawstate, |
2737 | game_free_drawstate, |
2738 | game_redraw, |
2739 | game_anim_length, |
2740 | game_flash_length, |
2741 | game_wants_statusbar, |
2742 | }; |