| 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 | * - question marks (arrgh, preferences?) |
| 14 | * |
| 15 | * - sensible parameter constraints |
| 16 | * + 30x16: 191 mines just about works if rather slowly, 192 is |
| 17 | * just about doom (the latter corresponding to a density of |
| 18 | * exactly 1 in 2.5) |
| 19 | * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow. |
| 20 | * + it might not be feasible to work out the exact limit |
| 21 | */ |
| 22 | |
| 23 | #include <stdio.h> |
| 24 | #include <stdlib.h> |
| 25 | #include <string.h> |
| 26 | #include <assert.h> |
| 27 | #include <ctype.h> |
| 28 | #include <math.h> |
| 29 | |
| 30 | #include "tree234.h" |
| 31 | #include "puzzles.h" |
| 32 | |
| 33 | enum { |
| 34 | COL_BACKGROUND, COL_BACKGROUND2, |
| 35 | COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, |
| 36 | COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY, |
| 37 | COL_HIGHLIGHT, COL_LOWLIGHT, |
| 38 | NCOLOURS |
| 39 | }; |
| 40 | |
| 41 | #define TILE_SIZE 20 |
| 42 | #define BORDER (TILE_SIZE * 3 / 2) |
| 43 | #define HIGHLIGHT_WIDTH 2 |
| 44 | #define OUTER_HIGHLIGHT_WIDTH 3 |
| 45 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 46 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 47 | |
| 48 | #define FLASH_FRAME 0.13F |
| 49 | |
| 50 | struct game_params { |
| 51 | int w, h, n; |
| 52 | int unique; |
| 53 | }; |
| 54 | |
| 55 | struct mine_layout { |
| 56 | /* |
| 57 | * This structure is shared between all the game_states for a |
| 58 | * given instance of the puzzle, so we reference-count it. |
| 59 | */ |
| 60 | int refcount; |
| 61 | char *mines; |
| 62 | /* |
| 63 | * If we haven't yet actually generated the mine layout, here's |
| 64 | * all the data we will need to do so. |
| 65 | */ |
| 66 | int n, unique; |
| 67 | random_state *rs; |
| 68 | midend_data *me; /* to give back the new game desc */ |
| 69 | }; |
| 70 | |
| 71 | struct game_state { |
| 72 | int w, h, n, dead, won; |
| 73 | struct mine_layout *layout; /* real mine positions */ |
| 74 | signed char *grid; /* player knowledge */ |
| 75 | /* |
| 76 | * Each item in the `grid' array is one of the following values: |
| 77 | * |
| 78 | * - 0 to 8 mean the square is open and has a surrounding mine |
| 79 | * count. |
| 80 | * |
| 81 | * - -1 means the square is marked as a mine. |
| 82 | * |
| 83 | * - -2 means the square is unknown. |
| 84 | * |
| 85 | * - -3 means the square is marked with a question mark |
| 86 | * (FIXME: do we even want to bother with this?). |
| 87 | * |
| 88 | * - 64 means the square has had a mine revealed when the game |
| 89 | * was lost. |
| 90 | * |
| 91 | * - 65 means the square had a mine revealed and this was the |
| 92 | * one the player hits. |
| 93 | * |
| 94 | * - 66 means the square has a crossed-out mine because the |
| 95 | * player had incorrectly marked it. |
| 96 | */ |
| 97 | }; |
| 98 | |
| 99 | static game_params *default_params(void) |
| 100 | { |
| 101 | game_params *ret = snew(game_params); |
| 102 | |
| 103 | ret->w = ret->h = 9; |
| 104 | ret->n = 10; |
| 105 | ret->unique = TRUE; |
| 106 | |
| 107 | return ret; |
| 108 | } |
| 109 | |
| 110 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 111 | { |
| 112 | game_params *ret; |
| 113 | char str[80]; |
| 114 | static const struct { int w, h, n; } values[] = { |
| 115 | {9, 9, 10}, |
| 116 | {16, 16, 40}, |
| 117 | {30, 16, 99}, |
| 118 | }; |
| 119 | |
| 120 | if (i < 0 || i >= lenof(values)) |
| 121 | return FALSE; |
| 122 | |
| 123 | ret = snew(game_params); |
| 124 | ret->w = values[i].w; |
| 125 | ret->h = values[i].h; |
| 126 | ret->n = values[i].n; |
| 127 | ret->unique = TRUE; |
| 128 | |
| 129 | sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n); |
| 130 | |
| 131 | *name = dupstr(str); |
| 132 | *params = ret; |
| 133 | return TRUE; |
| 134 | } |
| 135 | |
| 136 | static void free_params(game_params *params) |
| 137 | { |
| 138 | sfree(params); |
| 139 | } |
| 140 | |
| 141 | static game_params *dup_params(game_params *params) |
| 142 | { |
| 143 | game_params *ret = snew(game_params); |
| 144 | *ret = *params; /* structure copy */ |
| 145 | return ret; |
| 146 | } |
| 147 | |
| 148 | static void decode_params(game_params *params, char const *string) |
| 149 | { |
| 150 | char const *p = string; |
| 151 | |
| 152 | params->w = atoi(p); |
| 153 | while (*p && isdigit((unsigned char)*p)) p++; |
| 154 | if (*p == 'x') { |
| 155 | p++; |
| 156 | params->h = atoi(p); |
| 157 | while (*p && isdigit((unsigned char)*p)) p++; |
| 158 | } else { |
| 159 | params->h = params->w; |
| 160 | } |
| 161 | if (*p == 'n') { |
| 162 | p++; |
| 163 | params->n = atoi(p); |
| 164 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
| 165 | } else { |
| 166 | params->n = params->w * params->h / 10; |
| 167 | } |
| 168 | |
| 169 | while (*p) { |
| 170 | if (*p == 'a') { |
| 171 | p++; |
| 172 | params->unique = FALSE; |
| 173 | } else |
| 174 | p++; /* skip any other gunk */ |
| 175 | } |
| 176 | } |
| 177 | |
| 178 | static char *encode_params(game_params *params, int full) |
| 179 | { |
| 180 | char ret[400]; |
| 181 | int len; |
| 182 | |
| 183 | len = sprintf(ret, "%dx%d", params->w, params->h); |
| 184 | /* |
| 185 | * Mine count is a generation-time parameter, since it can be |
| 186 | * deduced from the mine bitmap! |
| 187 | */ |
| 188 | if (full) |
| 189 | len += sprintf(ret+len, "n%d", params->n); |
| 190 | if (full && !params->unique) |
| 191 | ret[len++] = 'a'; |
| 192 | assert(len < lenof(ret)); |
| 193 | ret[len] = '\0'; |
| 194 | |
| 195 | return dupstr(ret); |
| 196 | } |
| 197 | |
| 198 | static config_item *game_configure(game_params *params) |
| 199 | { |
| 200 | config_item *ret; |
| 201 | char buf[80]; |
| 202 | |
| 203 | ret = snewn(5, config_item); |
| 204 | |
| 205 | ret[0].name = "Width"; |
| 206 | ret[0].type = C_STRING; |
| 207 | sprintf(buf, "%d", params->w); |
| 208 | ret[0].sval = dupstr(buf); |
| 209 | ret[0].ival = 0; |
| 210 | |
| 211 | ret[1].name = "Height"; |
| 212 | ret[1].type = C_STRING; |
| 213 | sprintf(buf, "%d", params->h); |
| 214 | ret[1].sval = dupstr(buf); |
| 215 | ret[1].ival = 0; |
| 216 | |
| 217 | ret[2].name = "Mines"; |
| 218 | ret[2].type = C_STRING; |
| 219 | sprintf(buf, "%d", params->n); |
| 220 | ret[2].sval = dupstr(buf); |
| 221 | ret[2].ival = 0; |
| 222 | |
| 223 | ret[3].name = "Ensure solubility"; |
| 224 | ret[3].type = C_BOOLEAN; |
| 225 | ret[3].sval = NULL; |
| 226 | ret[3].ival = params->unique; |
| 227 | |
| 228 | ret[4].name = NULL; |
| 229 | ret[4].type = C_END; |
| 230 | ret[4].sval = NULL; |
| 231 | ret[4].ival = 0; |
| 232 | |
| 233 | return ret; |
| 234 | } |
| 235 | |
| 236 | static game_params *custom_params(config_item *cfg) |
| 237 | { |
| 238 | game_params *ret = snew(game_params); |
| 239 | |
| 240 | ret->w = atoi(cfg[0].sval); |
| 241 | ret->h = atoi(cfg[1].sval); |
| 242 | ret->n = atoi(cfg[2].sval); |
| 243 | if (strchr(cfg[2].sval, '%')) |
| 244 | ret->n = ret->n * (ret->w * ret->h) / 100; |
| 245 | ret->unique = cfg[3].ival; |
| 246 | |
| 247 | return ret; |
| 248 | } |
| 249 | |
| 250 | static char *validate_params(game_params *params) |
| 251 | { |
| 252 | if (params->w <= 0 && params->h <= 0) |
| 253 | return "Width and height must both be greater than zero"; |
| 254 | if (params->w <= 0) |
| 255 | return "Width must be greater than zero"; |
| 256 | if (params->h <= 0) |
| 257 | return "Height must be greater than zero"; |
| 258 | if (params->n > params->w * params->h - 9) |
| 259 | return "Too many mines for grid size"; |
| 260 | |
| 261 | /* |
| 262 | * FIXME: Need more constraints here. Not sure what the |
| 263 | * sensible limits for Minesweeper actually are. The limits |
| 264 | * probably ought to change, however, depending on uniqueness. |
| 265 | */ |
| 266 | |
| 267 | return NULL; |
| 268 | } |
| 269 | |
| 270 | /* ---------------------------------------------------------------------- |
| 271 | * Minesweeper solver, used to ensure the generated grids are |
| 272 | * solvable without having to take risks. |
| 273 | */ |
| 274 | |
| 275 | /* |
| 276 | * Count the bits in a word. Only needs to cope with 16 bits. |
| 277 | */ |
| 278 | static int bitcount16(int word) |
| 279 | { |
| 280 | word = ((word & 0xAAAA) >> 1) + (word & 0x5555); |
| 281 | word = ((word & 0xCCCC) >> 2) + (word & 0x3333); |
| 282 | word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F); |
| 283 | word = ((word & 0xFF00) >> 8) + (word & 0x00FF); |
| 284 | |
| 285 | return word; |
| 286 | } |
| 287 | |
| 288 | /* |
| 289 | * We use a tree234 to store a large number of small localised |
| 290 | * sets, each with a mine count. We also keep some of those sets |
| 291 | * linked together into a to-do list. |
| 292 | */ |
| 293 | struct set { |
| 294 | short x, y, mask, mines; |
| 295 | int todo; |
| 296 | struct set *prev, *next; |
| 297 | }; |
| 298 | |
| 299 | static int setcmp(void *av, void *bv) |
| 300 | { |
| 301 | struct set *a = (struct set *)av; |
| 302 | struct set *b = (struct set *)bv; |
| 303 | |
| 304 | if (a->y < b->y) |
| 305 | return -1; |
| 306 | else if (a->y > b->y) |
| 307 | return +1; |
| 308 | else if (a->x < b->x) |
| 309 | return -1; |
| 310 | else if (a->x > b->x) |
| 311 | return +1; |
| 312 | else if (a->mask < b->mask) |
| 313 | return -1; |
| 314 | else if (a->mask > b->mask) |
| 315 | return +1; |
| 316 | else |
| 317 | return 0; |
| 318 | } |
| 319 | |
| 320 | struct setstore { |
| 321 | tree234 *sets; |
| 322 | struct set *todo_head, *todo_tail; |
| 323 | }; |
| 324 | |
| 325 | static struct setstore *ss_new(void) |
| 326 | { |
| 327 | struct setstore *ss = snew(struct setstore); |
| 328 | ss->sets = newtree234(setcmp); |
| 329 | ss->todo_head = ss->todo_tail = NULL; |
| 330 | return ss; |
| 331 | } |
| 332 | |
| 333 | /* |
| 334 | * Take two input sets, in the form (x,y,mask). Munge the first by |
| 335 | * taking either its intersection with the second or its difference |
| 336 | * with the second. Return the new mask part of the first set. |
| 337 | */ |
| 338 | static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2, |
| 339 | int diff) |
| 340 | { |
| 341 | /* |
| 342 | * Adjust the second set so that it has the same x,y |
| 343 | * coordinates as the first. |
| 344 | */ |
| 345 | if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) { |
| 346 | mask2 = 0; |
| 347 | } else { |
| 348 | while (x2 > x1) { |
| 349 | mask2 &= ~(4|32|256); |
| 350 | mask2 <<= 1; |
| 351 | x2--; |
| 352 | } |
| 353 | while (x2 < x1) { |
| 354 | mask2 &= ~(1|8|64); |
| 355 | mask2 >>= 1; |
| 356 | x2++; |
| 357 | } |
| 358 | while (y2 > y1) { |
| 359 | mask2 &= ~(64|128|256); |
| 360 | mask2 <<= 3; |
| 361 | y2--; |
| 362 | } |
| 363 | while (y2 < y1) { |
| 364 | mask2 &= ~(1|2|4); |
| 365 | mask2 >>= 3; |
| 366 | y2++; |
| 367 | } |
| 368 | } |
| 369 | |
| 370 | /* |
| 371 | * Invert the second set if `diff' is set (we're after A &~ B |
| 372 | * rather than A & B). |
| 373 | */ |
| 374 | if (diff) |
| 375 | mask2 ^= 511; |
| 376 | |
| 377 | /* |
| 378 | * Now all that's left is a logical AND. |
| 379 | */ |
| 380 | return mask1 & mask2; |
| 381 | } |
| 382 | |
| 383 | static void ss_add_todo(struct setstore *ss, struct set *s) |
| 384 | { |
| 385 | if (s->todo) |
| 386 | return; /* already on it */ |
| 387 | |
| 388 | #ifdef SOLVER_DIAGNOSTICS |
| 389 | printf("adding set on todo list: %d,%d %03x %d\n", |
| 390 | s->x, s->y, s->mask, s->mines); |
| 391 | #endif |
| 392 | |
| 393 | s->prev = ss->todo_tail; |
| 394 | if (s->prev) |
| 395 | s->prev->next = s; |
| 396 | else |
| 397 | ss->todo_head = s; |
| 398 | ss->todo_tail = s; |
| 399 | s->next = NULL; |
| 400 | s->todo = TRUE; |
| 401 | } |
| 402 | |
| 403 | static void ss_add(struct setstore *ss, int x, int y, int mask, int mines) |
| 404 | { |
| 405 | struct set *s; |
| 406 | |
| 407 | assert(mask != 0); |
| 408 | |
| 409 | /* |
| 410 | * Normalise so that x and y are genuinely the bounding |
| 411 | * rectangle. |
| 412 | */ |
| 413 | while (!(mask & (1|8|64))) |
| 414 | mask >>= 1, x++; |
| 415 | while (!(mask & (1|2|4))) |
| 416 | mask >>= 3, y++; |
| 417 | |
| 418 | /* |
| 419 | * Create a set structure and add it to the tree. |
| 420 | */ |
| 421 | s = snew(struct set); |
| 422 | s->x = x; |
| 423 | s->y = y; |
| 424 | s->mask = mask; |
| 425 | s->mines = mines; |
| 426 | s->todo = FALSE; |
| 427 | if (add234(ss->sets, s) != s) { |
| 428 | /* |
| 429 | * This set already existed! Free it and return. |
| 430 | */ |
| 431 | sfree(s); |
| 432 | return; |
| 433 | } |
| 434 | |
| 435 | /* |
| 436 | * We've added a new set to the tree, so put it on the todo |
| 437 | * list. |
| 438 | */ |
| 439 | ss_add_todo(ss, s); |
| 440 | } |
| 441 | |
| 442 | static void ss_remove(struct setstore *ss, struct set *s) |
| 443 | { |
| 444 | struct set *next = s->next, *prev = s->prev; |
| 445 | |
| 446 | #ifdef SOLVER_DIAGNOSTICS |
| 447 | printf("removing set %d,%d %03x\n", s->x, s->y, s->mask); |
| 448 | #endif |
| 449 | /* |
| 450 | * Remove s from the todo list. |
| 451 | */ |
| 452 | if (prev) |
| 453 | prev->next = next; |
| 454 | else if (s == ss->todo_head) |
| 455 | ss->todo_head = next; |
| 456 | |
| 457 | if (next) |
| 458 | next->prev = prev; |
| 459 | else if (s == ss->todo_tail) |
| 460 | ss->todo_tail = prev; |
| 461 | |
| 462 | s->todo = FALSE; |
| 463 | |
| 464 | /* |
| 465 | * Remove s from the tree. |
| 466 | */ |
| 467 | del234(ss->sets, s); |
| 468 | |
| 469 | /* |
| 470 | * Destroy the actual set structure. |
| 471 | */ |
| 472 | sfree(s); |
| 473 | } |
| 474 | |
| 475 | /* |
| 476 | * Return a dynamically allocated list of all the sets which |
| 477 | * overlap a provided input set. |
| 478 | */ |
| 479 | static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask) |
| 480 | { |
| 481 | struct set **ret = NULL; |
| 482 | int nret = 0, retsize = 0; |
| 483 | int xx, yy; |
| 484 | |
| 485 | for (xx = x-3; xx < x+3; xx++) |
| 486 | for (yy = y-3; yy < y+3; yy++) { |
| 487 | struct set stmp, *s; |
| 488 | int pos; |
| 489 | |
| 490 | /* |
| 491 | * Find the first set with these top left coordinates. |
| 492 | */ |
| 493 | stmp.x = xx; |
| 494 | stmp.y = yy; |
| 495 | stmp.mask = 0; |
| 496 | |
| 497 | if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) { |
| 498 | while ((s = index234(ss->sets, pos)) != NULL && |
| 499 | s->x == xx && s->y == yy) { |
| 500 | /* |
| 501 | * This set potentially overlaps the input one. |
| 502 | * Compute the intersection to see if they |
| 503 | * really overlap, and add it to the list if |
| 504 | * so. |
| 505 | */ |
| 506 | if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) { |
| 507 | /* |
| 508 | * There's an overlap. |
| 509 | */ |
| 510 | if (nret >= retsize) { |
| 511 | retsize = nret + 32; |
| 512 | ret = sresize(ret, retsize, struct set *); |
| 513 | } |
| 514 | ret[nret++] = s; |
| 515 | } |
| 516 | |
| 517 | pos++; |
| 518 | } |
| 519 | } |
| 520 | } |
| 521 | |
| 522 | ret = sresize(ret, nret+1, struct set *); |
| 523 | ret[nret] = NULL; |
| 524 | |
| 525 | return ret; |
| 526 | } |
| 527 | |
| 528 | /* |
| 529 | * Get an element from the head of the set todo list. |
| 530 | */ |
| 531 | static struct set *ss_todo(struct setstore *ss) |
| 532 | { |
| 533 | if (ss->todo_head) { |
| 534 | struct set *ret = ss->todo_head; |
| 535 | ss->todo_head = ret->next; |
| 536 | if (ss->todo_head) |
| 537 | ss->todo_head->prev = NULL; |
| 538 | else |
| 539 | ss->todo_tail = NULL; |
| 540 | ret->next = ret->prev = NULL; |
| 541 | ret->todo = FALSE; |
| 542 | return ret; |
| 543 | } else { |
| 544 | return NULL; |
| 545 | } |
| 546 | } |
| 547 | |
| 548 | struct squaretodo { |
| 549 | int *next; |
| 550 | int head, tail; |
| 551 | }; |
| 552 | |
| 553 | static void std_add(struct squaretodo *std, int i) |
| 554 | { |
| 555 | if (std->tail >= 0) |
| 556 | std->next[std->tail] = i; |
| 557 | else |
| 558 | std->head = i; |
| 559 | std->tail = i; |
| 560 | std->next[i] = -1; |
| 561 | } |
| 562 | |
| 563 | static void known_squares(int w, int h, struct squaretodo *std, |
| 564 | signed char *grid, |
| 565 | int (*open)(void *ctx, int x, int y), void *openctx, |
| 566 | int x, int y, int mask, int mine) |
| 567 | { |
| 568 | int xx, yy, bit; |
| 569 | |
| 570 | bit = 1; |
| 571 | |
| 572 | for (yy = 0; yy < 3; yy++) |
| 573 | for (xx = 0; xx < 3; xx++) { |
| 574 | if (mask & bit) { |
| 575 | int i = (y + yy) * w + (x + xx); |
| 576 | |
| 577 | /* |
| 578 | * It's possible that this square is _already_ |
| 579 | * known, in which case we don't try to add it to |
| 580 | * the list twice. |
| 581 | */ |
| 582 | if (grid[i] == -2) { |
| 583 | |
| 584 | if (mine) { |
| 585 | grid[i] = -1; /* and don't open it! */ |
| 586 | } else { |
| 587 | grid[i] = open(openctx, x + xx, y + yy); |
| 588 | assert(grid[i] != -1); /* *bang* */ |
| 589 | } |
| 590 | std_add(std, i); |
| 591 | |
| 592 | } |
| 593 | } |
| 594 | bit <<= 1; |
| 595 | } |
| 596 | } |
| 597 | |
| 598 | /* |
| 599 | * This is data returned from the `perturb' function. It details |
| 600 | * which squares have become mines and which have become clear. The |
| 601 | * solver is (of course) expected to honourably not use that |
| 602 | * knowledge directly, but to efficently adjust its internal data |
| 603 | * structures and proceed based on only the information it |
| 604 | * legitimately has. |
| 605 | */ |
| 606 | struct perturbation { |
| 607 | int x, y; |
| 608 | int delta; /* +1 == become a mine; -1 == cleared */ |
| 609 | }; |
| 610 | struct perturbations { |
| 611 | int n; |
| 612 | struct perturbation *changes; |
| 613 | }; |
| 614 | |
| 615 | /* |
| 616 | * Main solver entry point. You give it a grid of existing |
| 617 | * knowledge (-1 for a square known to be a mine, 0-8 for empty |
| 618 | * squares with a given number of neighbours, -2 for completely |
| 619 | * unknown), plus a function which you can call to open new squares |
| 620 | * once you're confident of them. It fills in as much more of the |
| 621 | * grid as it can. |
| 622 | * |
| 623 | * Return value is: |
| 624 | * |
| 625 | * - -1 means deduction stalled and nothing could be done |
| 626 | * - 0 means deduction succeeded fully |
| 627 | * - >0 means deduction succeeded but some number of perturbation |
| 628 | * steps were required; the exact return value is the number of |
| 629 | * perturb calls. |
| 630 | */ |
| 631 | static int minesolve(int w, int h, int n, signed char *grid, |
| 632 | int (*open)(void *ctx, int x, int y), |
| 633 | struct perturbations *(*perturb)(void *ctx, |
| 634 | signed char *grid, |
| 635 | int x, int y, int mask), |
| 636 | void *ctx, random_state *rs) |
| 637 | { |
| 638 | struct setstore *ss = ss_new(); |
| 639 | struct set **list; |
| 640 | struct squaretodo astd, *std = &astd; |
| 641 | int x, y, i, j; |
| 642 | int nperturbs = 0; |
| 643 | |
| 644 | /* |
| 645 | * Set up a linked list of squares with known contents, so that |
| 646 | * we can process them one by one. |
| 647 | */ |
| 648 | std->next = snewn(w*h, int); |
| 649 | std->head = std->tail = -1; |
| 650 | |
| 651 | /* |
| 652 | * Initialise that list with all known squares in the input |
| 653 | * grid. |
| 654 | */ |
| 655 | for (y = 0; y < h; y++) { |
| 656 | for (x = 0; x < w; x++) { |
| 657 | i = y*w+x; |
| 658 | if (grid[i] != -2) |
| 659 | std_add(std, i); |
| 660 | } |
| 661 | } |
| 662 | |
| 663 | /* |
| 664 | * Main deductive loop. |
| 665 | */ |
| 666 | while (1) { |
| 667 | int done_something = FALSE; |
| 668 | struct set *s; |
| 669 | |
| 670 | /* |
| 671 | * If there are any known squares on the todo list, process |
| 672 | * them and construct a set for each. |
| 673 | */ |
| 674 | while (std->head != -1) { |
| 675 | i = std->head; |
| 676 | #ifdef SOLVER_DIAGNOSTICS |
| 677 | printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]); |
| 678 | #endif |
| 679 | std->head = std->next[i]; |
| 680 | if (std->head == -1) |
| 681 | std->tail = -1; |
| 682 | |
| 683 | x = i % w; |
| 684 | y = i / w; |
| 685 | |
| 686 | if (grid[i] >= 0) { |
| 687 | int dx, dy, mines, bit, val; |
| 688 | #ifdef SOLVER_DIAGNOSTICS |
| 689 | printf("creating set around this square\n"); |
| 690 | #endif |
| 691 | /* |
| 692 | * Empty square. Construct the set of non-known squares |
| 693 | * around this one, and determine its mine count. |
| 694 | */ |
| 695 | mines = grid[i]; |
| 696 | bit = 1; |
| 697 | val = 0; |
| 698 | for (dy = -1; dy <= +1; dy++) { |
| 699 | for (dx = -1; dx <= +1; dx++) { |
| 700 | #ifdef SOLVER_DIAGNOSTICS |
| 701 | printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]); |
| 702 | #endif |
| 703 | if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h) |
| 704 | /* ignore this one */; |
| 705 | else if (grid[i+dy*w+dx] == -1) |
| 706 | mines--; |
| 707 | else if (grid[i+dy*w+dx] == -2) |
| 708 | val |= bit; |
| 709 | bit <<= 1; |
| 710 | } |
| 711 | } |
| 712 | if (val) |
| 713 | ss_add(ss, x-1, y-1, val, mines); |
| 714 | } |
| 715 | |
| 716 | /* |
| 717 | * Now, whether the square is empty or full, we must |
| 718 | * find any set which contains it and replace it with |
| 719 | * one which does not. |
| 720 | */ |
| 721 | { |
| 722 | #ifdef SOLVER_DIAGNOSTICS |
| 723 | printf("finding sets containing known square %d,%d\n", x, y); |
| 724 | #endif |
| 725 | list = ss_overlap(ss, x, y, 1); |
| 726 | |
| 727 | for (j = 0; list[j]; j++) { |
| 728 | int newmask, newmines; |
| 729 | |
| 730 | s = list[j]; |
| 731 | |
| 732 | /* |
| 733 | * Compute the mask for this set minus the |
| 734 | * newly known square. |
| 735 | */ |
| 736 | newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE); |
| 737 | |
| 738 | /* |
| 739 | * Compute the new mine count. |
| 740 | */ |
| 741 | newmines = s->mines - (grid[i] == -1); |
| 742 | |
| 743 | /* |
| 744 | * Insert the new set into the collection, |
| 745 | * unless it's been whittled right down to |
| 746 | * nothing. |
| 747 | */ |
| 748 | if (newmask) |
| 749 | ss_add(ss, s->x, s->y, newmask, newmines); |
| 750 | |
| 751 | /* |
| 752 | * Destroy the old one; it is actually obsolete. |
| 753 | */ |
| 754 | ss_remove(ss, s); |
| 755 | } |
| 756 | |
| 757 | sfree(list); |
| 758 | } |
| 759 | |
| 760 | /* |
| 761 | * Marking a fresh square as known certainly counts as |
| 762 | * doing something. |
| 763 | */ |
| 764 | done_something = TRUE; |
| 765 | } |
| 766 | |
| 767 | /* |
| 768 | * Now pick a set off the to-do list and attempt deductions |
| 769 | * based on it. |
| 770 | */ |
| 771 | if ((s = ss_todo(ss)) != NULL) { |
| 772 | |
| 773 | #ifdef SOLVER_DIAGNOSTICS |
| 774 | printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
| 775 | #endif |
| 776 | /* |
| 777 | * Firstly, see if this set has a mine count of zero or |
| 778 | * of its own cardinality. |
| 779 | */ |
| 780 | if (s->mines == 0 || s->mines == bitcount16(s->mask)) { |
| 781 | /* |
| 782 | * If so, we can immediately mark all the squares |
| 783 | * in the set as known. |
| 784 | */ |
| 785 | #ifdef SOLVER_DIAGNOSTICS |
| 786 | printf("easy\n"); |
| 787 | #endif |
| 788 | known_squares(w, h, std, grid, open, ctx, |
| 789 | s->x, s->y, s->mask, (s->mines != 0)); |
| 790 | |
| 791 | /* |
| 792 | * Having done that, we need do nothing further |
| 793 | * with this set; marking all the squares in it as |
| 794 | * known will eventually eliminate it, and will |
| 795 | * also permit further deductions about anything |
| 796 | * that overlaps it. |
| 797 | */ |
| 798 | continue; |
| 799 | } |
| 800 | |
| 801 | /* |
| 802 | * Failing that, we now search through all the sets |
| 803 | * which overlap this one. |
| 804 | */ |
| 805 | list = ss_overlap(ss, s->x, s->y, s->mask); |
| 806 | |
| 807 | for (j = 0; list[j]; j++) { |
| 808 | struct set *s2 = list[j]; |
| 809 | int swing, s2wing, swc, s2wc; |
| 810 | |
| 811 | /* |
| 812 | * Find the non-overlapping parts s2-s and s-s2, |
| 813 | * and their cardinalities. |
| 814 | * |
| 815 | * I'm going to refer to these parts as `wings' |
| 816 | * surrounding the central part common to both |
| 817 | * sets. The `s wing' is s-s2; the `s2 wing' is |
| 818 | * s2-s. |
| 819 | */ |
| 820 | swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask, |
| 821 | TRUE); |
| 822 | s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask, |
| 823 | TRUE); |
| 824 | swc = bitcount16(swing); |
| 825 | s2wc = bitcount16(s2wing); |
| 826 | |
| 827 | /* |
| 828 | * If one set has more mines than the other, and |
| 829 | * the number of extra mines is equal to the |
| 830 | * cardinality of that set's wing, then we can mark |
| 831 | * every square in the wing as a known mine, and |
| 832 | * every square in the other wing as known clear. |
| 833 | */ |
| 834 | if (swc == s->mines - s2->mines || |
| 835 | s2wc == s2->mines - s->mines) { |
| 836 | known_squares(w, h, std, grid, open, ctx, |
| 837 | s->x, s->y, swing, |
| 838 | (swc == s->mines - s2->mines)); |
| 839 | known_squares(w, h, std, grid, open, ctx, |
| 840 | s2->x, s2->y, s2wing, |
| 841 | (s2wc == s2->mines - s->mines)); |
| 842 | continue; |
| 843 | } |
| 844 | |
| 845 | /* |
| 846 | * Failing that, see if one set is a subset of the |
| 847 | * other. If so, we can divide up the mine count of |
| 848 | * the larger set between the smaller set and its |
| 849 | * complement, even if neither smaller set ends up |
| 850 | * being immediately clearable. |
| 851 | */ |
| 852 | if (swc == 0 && s2wc != 0) { |
| 853 | /* s is a subset of s2. */ |
| 854 | assert(s2->mines > s->mines); |
| 855 | ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines); |
| 856 | } else if (s2wc == 0 && swc != 0) { |
| 857 | /* s2 is a subset of s. */ |
| 858 | assert(s->mines > s2->mines); |
| 859 | ss_add(ss, s->x, s->y, swing, s->mines - s2->mines); |
| 860 | } |
| 861 | } |
| 862 | |
| 863 | sfree(list); |
| 864 | |
| 865 | /* |
| 866 | * In this situation we have definitely done |
| 867 | * _something_, even if it's only reducing the size of |
| 868 | * our to-do list. |
| 869 | */ |
| 870 | done_something = TRUE; |
| 871 | } else if (n >= 0) { |
| 872 | /* |
| 873 | * We have nothing left on our todo list, which means |
| 874 | * all localised deductions have failed. Our next step |
| 875 | * is to resort to global deduction based on the total |
| 876 | * mine count. This is computationally expensive |
| 877 | * compared to any of the above deductions, which is |
| 878 | * why we only ever do it when all else fails, so that |
| 879 | * hopefully it won't have to happen too often. |
| 880 | * |
| 881 | * If you pass n<0 into this solver, that informs it |
| 882 | * that you do not know the total mine count, so it |
| 883 | * won't even attempt these deductions. |
| 884 | */ |
| 885 | |
| 886 | int minesleft, squaresleft; |
| 887 | int nsets, setused[10], cursor; |
| 888 | |
| 889 | /* |
| 890 | * Start by scanning the current grid state to work out |
| 891 | * how many unknown squares we still have, and how many |
| 892 | * mines are to be placed in them. |
| 893 | */ |
| 894 | squaresleft = 0; |
| 895 | minesleft = n; |
| 896 | for (i = 0; i < w*h; i++) { |
| 897 | if (grid[i] == -1) |
| 898 | minesleft--; |
| 899 | else if (grid[i] == -2) |
| 900 | squaresleft++; |
| 901 | } |
| 902 | |
| 903 | #ifdef SOLVER_DIAGNOSTICS |
| 904 | printf("global deduction time: squaresleft=%d minesleft=%d\n", |
| 905 | squaresleft, minesleft); |
| 906 | for (y = 0; y < h; y++) { |
| 907 | for (x = 0; x < w; x++) { |
| 908 | int v = grid[y*w+x]; |
| 909 | if (v == -1) |
| 910 | putchar('*'); |
| 911 | else if (v == -2) |
| 912 | putchar('?'); |
| 913 | else if (v == 0) |
| 914 | putchar('-'); |
| 915 | else |
| 916 | putchar('0' + v); |
| 917 | } |
| 918 | putchar('\n'); |
| 919 | } |
| 920 | #endif |
| 921 | |
| 922 | /* |
| 923 | * If there _are_ no unknown squares, we have actually |
| 924 | * finished. |
| 925 | */ |
| 926 | if (squaresleft == 0) { |
| 927 | assert(minesleft == 0); |
| 928 | break; |
| 929 | } |
| 930 | |
| 931 | /* |
| 932 | * First really simple case: if there are no more mines |
| 933 | * left, or if there are exactly as many mines left as |
| 934 | * squares to play them in, then it's all easy. |
| 935 | */ |
| 936 | if (minesleft == 0 || minesleft == squaresleft) { |
| 937 | for (i = 0; i < w*h; i++) |
| 938 | if (grid[i] == -2) |
| 939 | known_squares(w, h, std, grid, open, ctx, |
| 940 | i % w, i / w, 1, minesleft != 0); |
| 941 | continue; /* now go back to main deductive loop */ |
| 942 | } |
| 943 | |
| 944 | /* |
| 945 | * Failing that, we have to do some _real_ work. |
| 946 | * Ideally what we do here is to try every single |
| 947 | * combination of the currently available sets, in an |
| 948 | * attempt to find a disjoint union (i.e. a set of |
| 949 | * squares with a known mine count between them) such |
| 950 | * that the remaining unknown squares _not_ contained |
| 951 | * in that union either contain no mines or are all |
| 952 | * mines. |
| 953 | * |
| 954 | * Actually enumerating all 2^n possibilities will get |
| 955 | * a bit slow for large n, so I artificially cap this |
| 956 | * recursion at n=10 to avoid too much pain. |
| 957 | */ |
| 958 | nsets = count234(ss->sets); |
| 959 | if (nsets <= lenof(setused)) { |
| 960 | /* |
| 961 | * Doing this with actual recursive function calls |
| 962 | * would get fiddly because a load of local |
| 963 | * variables from this function would have to be |
| 964 | * passed down through the recursion. So instead |
| 965 | * I'm going to use a virtual recursion within this |
| 966 | * function. The way this works is: |
| 967 | * |
| 968 | * - we have an array `setused', such that |
| 969 | * setused[n] is 0 or 1 depending on whether set |
| 970 | * n is currently in the union we are |
| 971 | * considering. |
| 972 | * |
| 973 | * - we have a value `cursor' which indicates how |
| 974 | * much of `setused' we have so far filled in. |
| 975 | * It's conceptually the recursion depth. |
| 976 | * |
| 977 | * We begin by setting `cursor' to zero. Then: |
| 978 | * |
| 979 | * - if cursor can advance, we advance it by one. |
| 980 | * We set the value in `setused' that it went |
| 981 | * past to 1 if that set is disjoint from |
| 982 | * anything else currently in `setused', or to 0 |
| 983 | * otherwise. |
| 984 | * |
| 985 | * - If cursor cannot advance because it has |
| 986 | * reached the end of the setused list, then we |
| 987 | * have a maximal disjoint union. Check to see |
| 988 | * whether its mine count has any useful |
| 989 | * properties. If so, mark all the squares not |
| 990 | * in the union as known and terminate. |
| 991 | * |
| 992 | * - If cursor has reached the end of setused and |
| 993 | * the algorithm _hasn't_ terminated, back |
| 994 | * cursor up to the nearest 1, turn it into a 0 |
| 995 | * and advance cursor just past it. |
| 996 | * |
| 997 | * - If we attempt to back up to the nearest 1 and |
| 998 | * there isn't one at all, then we have gone |
| 999 | * through all disjoint unions of sets in the |
| 1000 | * list and none of them has been helpful, so we |
| 1001 | * give up. |
| 1002 | */ |
| 1003 | struct set *sets[lenof(setused)]; |
| 1004 | for (i = 0; i < nsets; i++) |
| 1005 | sets[i] = index234(ss->sets, i); |
| 1006 | |
| 1007 | cursor = 0; |
| 1008 | while (1) { |
| 1009 | |
| 1010 | if (cursor < nsets) { |
| 1011 | int ok = TRUE; |
| 1012 | |
| 1013 | /* See if any existing set overlaps this one. */ |
| 1014 | for (i = 0; i < cursor; i++) |
| 1015 | if (setused[i] && |
| 1016 | setmunge(sets[cursor]->x, |
| 1017 | sets[cursor]->y, |
| 1018 | sets[cursor]->mask, |
| 1019 | sets[i]->x, sets[i]->y, sets[i]->mask, |
| 1020 | FALSE)) { |
| 1021 | ok = FALSE; |
| 1022 | break; |
| 1023 | } |
| 1024 | |
| 1025 | if (ok) { |
| 1026 | /* |
| 1027 | * We're adding this set to our union, |
| 1028 | * so adjust minesleft and squaresleft |
| 1029 | * appropriately. |
| 1030 | */ |
| 1031 | minesleft -= sets[cursor]->mines; |
| 1032 | squaresleft -= bitcount16(sets[cursor]->mask); |
| 1033 | } |
| 1034 | |
| 1035 | setused[cursor++] = ok; |
| 1036 | } else { |
| 1037 | #ifdef SOLVER_DIAGNOSTICS |
| 1038 | printf("trying a set combination with %d %d\n", |
| 1039 | squaresleft, minesleft); |
| 1040 | #endif /* SOLVER_DIAGNOSTICS */ |
| 1041 | |
| 1042 | /* |
| 1043 | * We've reached the end. See if we've got |
| 1044 | * anything interesting. |
| 1045 | */ |
| 1046 | if (squaresleft > 0 && |
| 1047 | (minesleft == 0 || minesleft == squaresleft)) { |
| 1048 | /* |
| 1049 | * We have! There is at least one |
| 1050 | * square not contained within the set |
| 1051 | * union we've just found, and we can |
| 1052 | * deduce that either all such squares |
| 1053 | * are mines or all are not (depending |
| 1054 | * on whether minesleft==0). So now all |
| 1055 | * we have to do is actually go through |
| 1056 | * the grid, find those squares, and |
| 1057 | * mark them. |
| 1058 | */ |
| 1059 | for (i = 0; i < w*h; i++) |
| 1060 | if (grid[i] == -2) { |
| 1061 | int outside = TRUE; |
| 1062 | y = i / w; |
| 1063 | x = i % w; |
| 1064 | for (j = 0; j < nsets; j++) |
| 1065 | if (setused[j] && |
| 1066 | setmunge(sets[j]->x, sets[j]->y, |
| 1067 | sets[j]->mask, x, y, 1, |
| 1068 | FALSE)) { |
| 1069 | outside = FALSE; |
| 1070 | break; |
| 1071 | } |
| 1072 | if (outside) |
| 1073 | known_squares(w, h, std, grid, |
| 1074 | open, ctx, |
| 1075 | x, y, 1, minesleft != 0); |
| 1076 | } |
| 1077 | |
| 1078 | done_something = TRUE; |
| 1079 | break; /* return to main deductive loop */ |
| 1080 | } |
| 1081 | |
| 1082 | /* |
| 1083 | * If we reach here, then this union hasn't |
| 1084 | * done us any good, so move on to the |
| 1085 | * next. Backtrack cursor to the nearest 1, |
| 1086 | * change it to a 0 and continue. |
| 1087 | */ |
| 1088 | while (cursor-- >= 0 && !setused[cursor]); |
| 1089 | if (cursor >= 0) { |
| 1090 | assert(setused[cursor]); |
| 1091 | |
| 1092 | /* |
| 1093 | * We're removing this set from our |
| 1094 | * union, so re-increment minesleft and |
| 1095 | * squaresleft. |
| 1096 | */ |
| 1097 | minesleft += sets[cursor]->mines; |
| 1098 | squaresleft += bitcount16(sets[cursor]->mask); |
| 1099 | |
| 1100 | setused[cursor++] = 0; |
| 1101 | } else { |
| 1102 | /* |
| 1103 | * We've backtracked all the way to the |
| 1104 | * start without finding a single 1, |
| 1105 | * which means that our virtual |
| 1106 | * recursion is complete and nothing |
| 1107 | * helped. |
| 1108 | */ |
| 1109 | break; |
| 1110 | } |
| 1111 | } |
| 1112 | |
| 1113 | } |
| 1114 | |
| 1115 | } |
| 1116 | } |
| 1117 | |
| 1118 | if (done_something) |
| 1119 | continue; |
| 1120 | |
| 1121 | #ifdef SOLVER_DIAGNOSTICS |
| 1122 | /* |
| 1123 | * Dump the current known state of the grid. |
| 1124 | */ |
| 1125 | printf("solver ran out of steam, ret=%d, grid:\n", nperturbs); |
| 1126 | for (y = 0; y < h; y++) { |
| 1127 | for (x = 0; x < w; x++) { |
| 1128 | int v = grid[y*w+x]; |
| 1129 | if (v == -1) |
| 1130 | putchar('*'); |
| 1131 | else if (v == -2) |
| 1132 | putchar('?'); |
| 1133 | else if (v == 0) |
| 1134 | putchar('-'); |
| 1135 | else |
| 1136 | putchar('0' + v); |
| 1137 | } |
| 1138 | putchar('\n'); |
| 1139 | } |
| 1140 | |
| 1141 | { |
| 1142 | struct set *s; |
| 1143 | |
| 1144 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
| 1145 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
| 1146 | } |
| 1147 | #endif |
| 1148 | |
| 1149 | /* |
| 1150 | * Now we really are at our wits' end as far as solving |
| 1151 | * this grid goes. Our only remaining option is to call |
| 1152 | * a perturb function and ask it to modify the grid to |
| 1153 | * make it easier. |
| 1154 | */ |
| 1155 | if (perturb) { |
| 1156 | struct perturbations *ret; |
| 1157 | struct set *s; |
| 1158 | |
| 1159 | nperturbs++; |
| 1160 | |
| 1161 | /* |
| 1162 | * Choose a set at random from the current selection, |
| 1163 | * and ask the perturb function to either fill or empty |
| 1164 | * it. |
| 1165 | * |
| 1166 | * If we have no sets at all, we must give up. |
| 1167 | */ |
| 1168 | if (count234(ss->sets) == 0) |
| 1169 | break; |
| 1170 | s = index234(ss->sets, random_upto(rs, count234(ss->sets))); |
| 1171 | #ifdef SOLVER_DIAGNOSTICS |
| 1172 | printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask); |
| 1173 | #endif |
| 1174 | ret = perturb(ctx, grid, s->x, s->y, s->mask); |
| 1175 | |
| 1176 | if (ret) { |
| 1177 | assert(ret->n > 0); /* otherwise should have been NULL */ |
| 1178 | |
| 1179 | /* |
| 1180 | * A number of squares have been fiddled with, and |
| 1181 | * the returned structure tells us which. Adjust |
| 1182 | * the mine count in any set which overlaps one of |
| 1183 | * those squares, and put them back on the to-do |
| 1184 | * list. |
| 1185 | */ |
| 1186 | for (i = 0; i < ret->n; i++) { |
| 1187 | #ifdef SOLVER_DIAGNOSTICS |
| 1188 | printf("perturbation %s mine at %d,%d\n", |
| 1189 | ret->changes[i].delta > 0 ? "added" : "removed", |
| 1190 | ret->changes[i].x, ret->changes[i].y); |
| 1191 | #endif |
| 1192 | |
| 1193 | list = ss_overlap(ss, |
| 1194 | ret->changes[i].x, ret->changes[i].y, 1); |
| 1195 | |
| 1196 | for (j = 0; list[j]; j++) { |
| 1197 | list[j]->mines += ret->changes[i].delta; |
| 1198 | ss_add_todo(ss, list[j]); |
| 1199 | } |
| 1200 | |
| 1201 | sfree(list); |
| 1202 | } |
| 1203 | |
| 1204 | /* |
| 1205 | * Now free the returned data. |
| 1206 | */ |
| 1207 | sfree(ret->changes); |
| 1208 | sfree(ret); |
| 1209 | |
| 1210 | #ifdef SOLVER_DIAGNOSTICS |
| 1211 | /* |
| 1212 | * Dump the current known state of the grid. |
| 1213 | */ |
| 1214 | printf("state after perturbation:\n", nperturbs); |
| 1215 | for (y = 0; y < h; y++) { |
| 1216 | for (x = 0; x < w; x++) { |
| 1217 | int v = grid[y*w+x]; |
| 1218 | if (v == -1) |
| 1219 | putchar('*'); |
| 1220 | else if (v == -2) |
| 1221 | putchar('?'); |
| 1222 | else if (v == 0) |
| 1223 | putchar('-'); |
| 1224 | else |
| 1225 | putchar('0' + v); |
| 1226 | } |
| 1227 | putchar('\n'); |
| 1228 | } |
| 1229 | |
| 1230 | { |
| 1231 | struct set *s; |
| 1232 | |
| 1233 | for (i = 0; (s = index234(ss->sets, i)) != NULL; i++) |
| 1234 | printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines); |
| 1235 | } |
| 1236 | #endif |
| 1237 | |
| 1238 | /* |
| 1239 | * And now we can go back round the deductive loop. |
| 1240 | */ |
| 1241 | continue; |
| 1242 | } |
| 1243 | } |
| 1244 | |
| 1245 | /* |
| 1246 | * If we get here, even that didn't work (either we didn't |
| 1247 | * have a perturb function or it returned failure), so we |
| 1248 | * give up entirely. |
| 1249 | */ |
| 1250 | break; |
| 1251 | } |
| 1252 | |
| 1253 | /* |
| 1254 | * See if we've got any unknown squares left. |
| 1255 | */ |
| 1256 | for (y = 0; y < h; y++) |
| 1257 | for (x = 0; x < w; x++) |
| 1258 | if (grid[y*w+x] == -2) { |
| 1259 | nperturbs = -1; /* failed to complete */ |
| 1260 | break; |
| 1261 | } |
| 1262 | |
| 1263 | /* |
| 1264 | * Free the set list and square-todo list. |
| 1265 | */ |
| 1266 | { |
| 1267 | struct set *s; |
| 1268 | while ((s = delpos234(ss->sets, 0)) != NULL) |
| 1269 | sfree(s); |
| 1270 | freetree234(ss->sets); |
| 1271 | sfree(ss); |
| 1272 | sfree(std->next); |
| 1273 | } |
| 1274 | |
| 1275 | return nperturbs; |
| 1276 | } |
| 1277 | |
| 1278 | /* ---------------------------------------------------------------------- |
| 1279 | * Grid generator which uses the above solver. |
| 1280 | */ |
| 1281 | |
| 1282 | struct minectx { |
| 1283 | signed char *grid; |
| 1284 | int w, h; |
| 1285 | int sx, sy; |
| 1286 | random_state *rs; |
| 1287 | }; |
| 1288 | |
| 1289 | static int mineopen(void *vctx, int x, int y) |
| 1290 | { |
| 1291 | struct minectx *ctx = (struct minectx *)vctx; |
| 1292 | int i, j, n; |
| 1293 | |
| 1294 | assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h); |
| 1295 | if (ctx->grid[y * ctx->w + x]) |
| 1296 | return -1; /* *bang* */ |
| 1297 | |
| 1298 | n = 0; |
| 1299 | for (i = -1; i <= +1; i++) { |
| 1300 | if (x + i < 0 || x + i >= ctx->w) |
| 1301 | continue; |
| 1302 | for (j = -1; j <= +1; j++) { |
| 1303 | if (y + j < 0 || y + j >= ctx->h) |
| 1304 | continue; |
| 1305 | if (i == 0 && j == 0) |
| 1306 | continue; |
| 1307 | if (ctx->grid[(y+j) * ctx->w + (x+i)]) |
| 1308 | n++; |
| 1309 | } |
| 1310 | } |
| 1311 | |
| 1312 | return n; |
| 1313 | } |
| 1314 | |
| 1315 | /* Structure used internally to mineperturb(). */ |
| 1316 | struct square { |
| 1317 | int x, y, type, random; |
| 1318 | }; |
| 1319 | static int squarecmp(const void *av, const void *bv) |
| 1320 | { |
| 1321 | const struct square *a = (const struct square *)av; |
| 1322 | const struct square *b = (const struct square *)bv; |
| 1323 | if (a->type < b->type) |
| 1324 | return -1; |
| 1325 | else if (a->type > b->type) |
| 1326 | return +1; |
| 1327 | else if (a->random < b->random) |
| 1328 | return -1; |
| 1329 | else if (a->random > b->random) |
| 1330 | return +1; |
| 1331 | else if (a->y < b->y) |
| 1332 | return -1; |
| 1333 | else if (a->y > b->y) |
| 1334 | return +1; |
| 1335 | else if (a->x < b->x) |
| 1336 | return -1; |
| 1337 | else if (a->x > b->x) |
| 1338 | return +1; |
| 1339 | return 0; |
| 1340 | } |
| 1341 | |
| 1342 | static struct perturbations *mineperturb(void *vctx, signed char *grid, |
| 1343 | int setx, int sety, int mask) |
| 1344 | { |
| 1345 | struct minectx *ctx = (struct minectx *)vctx; |
| 1346 | struct square *sqlist; |
| 1347 | int x, y, dx, dy, i, n, nfull, nempty; |
| 1348 | struct square *tofill[9], *toempty[9], **todo; |
| 1349 | int ntofill, ntoempty, ntodo, dtodo, dset; |
| 1350 | struct perturbations *ret; |
| 1351 | |
| 1352 | /* |
| 1353 | * Make a list of all the squares in the grid which we can |
| 1354 | * possibly use. This list should be in preference order, which |
| 1355 | * means |
| 1356 | * |
| 1357 | * - first, unknown squares on the boundary of known space |
| 1358 | * - next, unknown squares beyond that boundary |
| 1359 | * - as a very last resort, known squares, but not within one |
| 1360 | * square of the starting position. |
| 1361 | * |
| 1362 | * Each of these sections needs to be shuffled independently. |
| 1363 | * We do this by preparing list of all squares and then sorting |
| 1364 | * it with a random secondary key. |
| 1365 | */ |
| 1366 | sqlist = snewn(ctx->w * ctx->h, struct square); |
| 1367 | n = 0; |
| 1368 | for (y = 0; y < ctx->h; y++) |
| 1369 | for (x = 0; x < ctx->w; x++) { |
| 1370 | /* |
| 1371 | * If this square is too near the starting position, |
| 1372 | * don't put it on the list at all. |
| 1373 | */ |
| 1374 | if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1) |
| 1375 | continue; |
| 1376 | |
| 1377 | /* |
| 1378 | * If this square is in the input set, also don't put |
| 1379 | * it on the list! |
| 1380 | */ |
| 1381 | if (x >= setx && x < setx + 3 && |
| 1382 | y >= sety && y < sety + 3 && |
| 1383 | mask & (1 << ((y-sety)*3+(x-setx)))) |
| 1384 | continue; |
| 1385 | |
| 1386 | sqlist[n].x = x; |
| 1387 | sqlist[n].y = y; |
| 1388 | |
| 1389 | if (grid[y*ctx->w+x] != -2) { |
| 1390 | sqlist[n].type = 3; /* known square */ |
| 1391 | } else { |
| 1392 | /* |
| 1393 | * Unknown square. Examine everything around it and |
| 1394 | * see if it borders on any known squares. If it |
| 1395 | * does, it's class 1, otherwise it's 2. |
| 1396 | */ |
| 1397 | |
| 1398 | sqlist[n].type = 2; |
| 1399 | |
| 1400 | for (dy = -1; dy <= +1; dy++) |
| 1401 | for (dx = -1; dx <= +1; dx++) |
| 1402 | if (x+dx >= 0 && x+dx < ctx->w && |
| 1403 | y+dy >= 0 && y+dy < ctx->h && |
| 1404 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
| 1405 | sqlist[n].type = 1; |
| 1406 | break; |
| 1407 | } |
| 1408 | } |
| 1409 | |
| 1410 | /* |
| 1411 | * Finally, a random number to cause qsort to |
| 1412 | * shuffle within each group. |
| 1413 | */ |
| 1414 | sqlist[n].random = random_bits(ctx->rs, 31); |
| 1415 | |
| 1416 | n++; |
| 1417 | } |
| 1418 | |
| 1419 | qsort(sqlist, n, sizeof(struct square), squarecmp); |
| 1420 | |
| 1421 | /* |
| 1422 | * Now count up the number of full and empty squares in the set |
| 1423 | * we've been provided. |
| 1424 | */ |
| 1425 | nfull = nempty = 0; |
| 1426 | for (dy = 0; dy < 3; dy++) |
| 1427 | for (dx = 0; dx < 3; dx++) |
| 1428 | if (mask & (1 << (dy*3+dx))) { |
| 1429 | assert(setx+dx <= ctx->w); |
| 1430 | assert(sety+dy <= ctx->h); |
| 1431 | if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) |
| 1432 | nfull++; |
| 1433 | else |
| 1434 | nempty++; |
| 1435 | } |
| 1436 | |
| 1437 | /* |
| 1438 | * Now go through our sorted list until we find either `nfull' |
| 1439 | * empty squares, or `nempty' full squares; these will be |
| 1440 | * swapped with the appropriate squares in the set to either |
| 1441 | * fill or empty the set while keeping the same number of mines |
| 1442 | * overall. |
| 1443 | */ |
| 1444 | ntofill = ntoempty = 0; |
| 1445 | for (i = 0; i < n; i++) { |
| 1446 | struct square *sq = &sqlist[i]; |
| 1447 | if (ctx->grid[sq->y * ctx->w + sq->x]) |
| 1448 | toempty[ntoempty++] = sq; |
| 1449 | else |
| 1450 | tofill[ntofill++] = sq; |
| 1451 | if (ntofill == nfull || ntoempty == nempty) |
| 1452 | break; |
| 1453 | } |
| 1454 | |
| 1455 | /* |
| 1456 | * If this didn't work at all, I think we just give up. |
| 1457 | */ |
| 1458 | if (ntofill != nfull && ntoempty != nempty) { |
| 1459 | sfree(sqlist); |
| 1460 | return NULL; |
| 1461 | } |
| 1462 | |
| 1463 | /* |
| 1464 | * Now we're pretty much there. We need to either |
| 1465 | * (a) put a mine in each of the empty squares in the set, and |
| 1466 | * take one out of each square in `toempty' |
| 1467 | * (b) take a mine out of each of the full squares in the set, |
| 1468 | * and put one in each square in `tofill' |
| 1469 | * depending on which one we've found enough squares to do. |
| 1470 | * |
| 1471 | * So we start by constructing our list of changes to return to |
| 1472 | * the solver, so that it can update its data structures |
| 1473 | * efficiently rather than having to rescan the whole grid. |
| 1474 | */ |
| 1475 | ret = snew(struct perturbations); |
| 1476 | if (ntofill == nfull) { |
| 1477 | todo = tofill; |
| 1478 | ntodo = ntofill; |
| 1479 | dtodo = +1; |
| 1480 | dset = -1; |
| 1481 | } else { |
| 1482 | todo = toempty; |
| 1483 | ntodo = ntoempty; |
| 1484 | dtodo = -1; |
| 1485 | dset = +1; |
| 1486 | } |
| 1487 | ret->n = 2 * ntodo; |
| 1488 | ret->changes = snewn(ret->n, struct perturbation); |
| 1489 | for (i = 0; i < ntodo; i++) { |
| 1490 | ret->changes[i].x = todo[i]->x; |
| 1491 | ret->changes[i].y = todo[i]->y; |
| 1492 | ret->changes[i].delta = dtodo; |
| 1493 | } |
| 1494 | /* now i == ntodo */ |
| 1495 | for (dy = 0; dy < 3; dy++) |
| 1496 | for (dx = 0; dx < 3; dx++) |
| 1497 | if (mask & (1 << (dy*3+dx))) { |
| 1498 | int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1); |
| 1499 | if (dset == -currval) { |
| 1500 | ret->changes[i].x = setx + dx; |
| 1501 | ret->changes[i].y = sety + dy; |
| 1502 | ret->changes[i].delta = dset; |
| 1503 | i++; |
| 1504 | } |
| 1505 | } |
| 1506 | assert(i == ret->n); |
| 1507 | |
| 1508 | sfree(sqlist); |
| 1509 | |
| 1510 | /* |
| 1511 | * Having set up the precise list of changes we're going to |
| 1512 | * make, we now simply make them and return. |
| 1513 | */ |
| 1514 | for (i = 0; i < ret->n; i++) { |
| 1515 | int delta; |
| 1516 | |
| 1517 | x = ret->changes[i].x; |
| 1518 | y = ret->changes[i].y; |
| 1519 | delta = ret->changes[i].delta; |
| 1520 | |
| 1521 | /* |
| 1522 | * Check we're not trying to add an existing mine or remove |
| 1523 | * an absent one. |
| 1524 | */ |
| 1525 | assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0)); |
| 1526 | |
| 1527 | /* |
| 1528 | * Actually make the change. |
| 1529 | */ |
| 1530 | ctx->grid[y*ctx->w+x] = (delta > 0); |
| 1531 | |
| 1532 | /* |
| 1533 | * Update any numbers already present in the grid. |
| 1534 | */ |
| 1535 | for (dy = -1; dy <= +1; dy++) |
| 1536 | for (dx = -1; dx <= +1; dx++) |
| 1537 | if (x+dx >= 0 && x+dx < ctx->w && |
| 1538 | y+dy >= 0 && y+dy < ctx->h && |
| 1539 | grid[(y+dy)*ctx->w+(x+dx)] != -2) { |
| 1540 | if (dx == 0 && dy == 0) { |
| 1541 | /* |
| 1542 | * The square itself is marked as known in |
| 1543 | * the grid. Mark it as a mine if it's a |
| 1544 | * mine, or else work out its number. |
| 1545 | */ |
| 1546 | if (delta > 0) { |
| 1547 | grid[y*ctx->w+x] = -1; |
| 1548 | } else { |
| 1549 | int dx2, dy2, minecount = 0; |
| 1550 | for (dy2 = -1; dy2 <= +1; dy2++) |
| 1551 | for (dx2 = -1; dx2 <= +1; dx2++) |
| 1552 | if (x+dx2 >= 0 && x+dx2 < ctx->w && |
| 1553 | y+dy2 >= 0 && y+dy2 < ctx->h && |
| 1554 | ctx->grid[(y+dy2)*ctx->w+(x+dx2)]) |
| 1555 | minecount++; |
| 1556 | grid[y*ctx->w+x] = minecount; |
| 1557 | } |
| 1558 | } else { |
| 1559 | if (grid[(y+dy)*ctx->w+(x+dx)] >= 0) |
| 1560 | grid[(y+dy)*ctx->w+(x+dx)] += delta; |
| 1561 | } |
| 1562 | } |
| 1563 | } |
| 1564 | |
| 1565 | #ifdef GENERATION_DIAGNOSTICS |
| 1566 | { |
| 1567 | int yy, xx; |
| 1568 | printf("grid after perturbing:\n"); |
| 1569 | for (yy = 0; yy < ctx->h; yy++) { |
| 1570 | for (xx = 0; xx < ctx->w; xx++) { |
| 1571 | int v = ctx->grid[yy*ctx->w+xx]; |
| 1572 | if (yy == ctx->sy && xx == ctx->sx) { |
| 1573 | assert(!v); |
| 1574 | putchar('S'); |
| 1575 | } else if (v) { |
| 1576 | putchar('*'); |
| 1577 | } else { |
| 1578 | putchar('-'); |
| 1579 | } |
| 1580 | } |
| 1581 | putchar('\n'); |
| 1582 | } |
| 1583 | printf("\n"); |
| 1584 | } |
| 1585 | #endif |
| 1586 | |
| 1587 | return ret; |
| 1588 | } |
| 1589 | |
| 1590 | static char *minegen(int w, int h, int n, int x, int y, int unique, |
| 1591 | random_state *rs) |
| 1592 | { |
| 1593 | char *ret = snewn(w*h, char); |
| 1594 | int success; |
| 1595 | |
| 1596 | do { |
| 1597 | success = FALSE; |
| 1598 | |
| 1599 | memset(ret, 0, w*h); |
| 1600 | |
| 1601 | /* |
| 1602 | * Start by placing n mines, none of which is at x,y or within |
| 1603 | * one square of it. |
| 1604 | */ |
| 1605 | { |
| 1606 | int *tmp = snewn(w*h, int); |
| 1607 | int i, j, k, nn; |
| 1608 | |
| 1609 | /* |
| 1610 | * Write down the list of possible mine locations. |
| 1611 | */ |
| 1612 | k = 0; |
| 1613 | for (i = 0; i < h; i++) |
| 1614 | for (j = 0; j < w; j++) |
| 1615 | if (abs(i - y) > 1 || abs(j - x) > 1) |
| 1616 | tmp[k++] = i*w+j; |
| 1617 | |
| 1618 | /* |
| 1619 | * Now pick n off the list at random. |
| 1620 | */ |
| 1621 | nn = n; |
| 1622 | while (nn-- > 0) { |
| 1623 | i = random_upto(rs, k); |
| 1624 | ret[tmp[i]] = 1; |
| 1625 | tmp[i] = tmp[--k]; |
| 1626 | } |
| 1627 | |
| 1628 | sfree(tmp); |
| 1629 | } |
| 1630 | |
| 1631 | #ifdef GENERATION_DIAGNOSTICS |
| 1632 | { |
| 1633 | int yy, xx; |
| 1634 | printf("grid after initial generation:\n"); |
| 1635 | for (yy = 0; yy < h; yy++) { |
| 1636 | for (xx = 0; xx < w; xx++) { |
| 1637 | int v = ret[yy*w+xx]; |
| 1638 | if (yy == y && xx == x) { |
| 1639 | assert(!v); |
| 1640 | putchar('S'); |
| 1641 | } else if (v) { |
| 1642 | putchar('*'); |
| 1643 | } else { |
| 1644 | putchar('-'); |
| 1645 | } |
| 1646 | } |
| 1647 | putchar('\n'); |
| 1648 | } |
| 1649 | printf("\n"); |
| 1650 | } |
| 1651 | #endif |
| 1652 | |
| 1653 | /* |
| 1654 | * Now set up a results grid to run the solver in, and a |
| 1655 | * context for the solver to open squares. Then run the solver |
| 1656 | * repeatedly; if the number of perturb steps ever goes up or |
| 1657 | * it ever returns -1, give up completely. |
| 1658 | * |
| 1659 | * We bypass this bit if we're not after a unique grid. |
| 1660 | */ |
| 1661 | if (unique) { |
| 1662 | signed char *solvegrid = snewn(w*h, char); |
| 1663 | struct minectx actx, *ctx = &actx; |
| 1664 | int solveret, prevret = -2; |
| 1665 | |
| 1666 | ctx->grid = ret; |
| 1667 | ctx->w = w; |
| 1668 | ctx->h = h; |
| 1669 | ctx->sx = x; |
| 1670 | ctx->sy = y; |
| 1671 | ctx->rs = rs; |
| 1672 | |
| 1673 | while (1) { |
| 1674 | memset(solvegrid, -2, w*h); |
| 1675 | solvegrid[y*w+x] = mineopen(ctx, x, y); |
| 1676 | assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */ |
| 1677 | |
| 1678 | solveret = |
| 1679 | minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs); |
| 1680 | if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) { |
| 1681 | success = FALSE; |
| 1682 | break; |
| 1683 | } else if (solveret == 0) { |
| 1684 | success = TRUE; |
| 1685 | break; |
| 1686 | } |
| 1687 | } |
| 1688 | |
| 1689 | sfree(solvegrid); |
| 1690 | } else { |
| 1691 | success = TRUE; |
| 1692 | } |
| 1693 | |
| 1694 | } while (!success); |
| 1695 | |
| 1696 | return ret; |
| 1697 | } |
| 1698 | |
| 1699 | /* |
| 1700 | * The Mines game descriptions contain the location of every mine, |
| 1701 | * and can therefore be used to cheat. |
| 1702 | * |
| 1703 | * It would be pointless to attempt to _prevent_ this form of |
| 1704 | * cheating by encrypting the description, since Mines is |
| 1705 | * open-source so anyone can find out the encryption key. However, |
| 1706 | * I think it is worth doing a bit of gentle obfuscation to prevent |
| 1707 | * _accidental_ spoilers: if you happened to note that the game ID |
| 1708 | * starts with an F, for example, you might be unable to put the |
| 1709 | * knowledge of those mines out of your mind while playing. So, |
| 1710 | * just as discussions of film endings are rot13ed to avoid |
| 1711 | * spoiling it for people who don't want to be told, we apply a |
| 1712 | * keyless, reversible, but visually completely obfuscatory masking |
| 1713 | * function to the mine bitmap. |
| 1714 | */ |
| 1715 | static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode) |
| 1716 | { |
| 1717 | int bytes, firsthalf, secondhalf; |
| 1718 | struct step { |
| 1719 | unsigned char *seedstart; |
| 1720 | int seedlen; |
| 1721 | unsigned char *targetstart; |
| 1722 | int targetlen; |
| 1723 | } steps[2]; |
| 1724 | int i, j; |
| 1725 | |
| 1726 | /* |
| 1727 | * My obfuscation algorithm is similar in concept to the OAEP |
| 1728 | * encoding used in some forms of RSA. Here's a specification |
| 1729 | * of it: |
| 1730 | * |
| 1731 | * + We have a `masking function' which constructs a stream of |
| 1732 | * pseudorandom bytes from a seed of some number of input |
| 1733 | * bytes. |
| 1734 | * |
| 1735 | * + We pad out our input bit stream to a whole number of |
| 1736 | * bytes by adding up to 7 zero bits on the end. (In fact |
| 1737 | * the bitmap passed as input to this function will already |
| 1738 | * have had this done in practice.) |
| 1739 | * |
| 1740 | * + We divide the _byte_ stream exactly in half, rounding the |
| 1741 | * half-way position _down_. So an 81-bit input string, for |
| 1742 | * example, rounds up to 88 bits or 11 bytes, and then |
| 1743 | * dividing by two gives 5 bytes in the first half and 6 in |
| 1744 | * the second half. |
| 1745 | * |
| 1746 | * + We generate a mask from the second half of the bytes, and |
| 1747 | * XOR it over the first half. |
| 1748 | * |
| 1749 | * + We generate a mask from the (encoded) first half of the |
| 1750 | * bytes, and XOR it over the second half. Any null bits at |
| 1751 | * the end which were added as padding are cleared back to |
| 1752 | * zero even if this operation would have made them nonzero. |
| 1753 | * |
| 1754 | * To de-obfuscate, the steps are precisely the same except |
| 1755 | * that the final two are reversed. |
| 1756 | * |
| 1757 | * Finally, our masking function. Given an input seed string of |
| 1758 | * bytes, the output mask consists of concatenating the SHA-1 |
| 1759 | * hashes of the seed string and successive decimal integers, |
| 1760 | * starting from 0. |
| 1761 | */ |
| 1762 | |
| 1763 | bytes = (bits + 7) / 8; |
| 1764 | firsthalf = bytes / 2; |
| 1765 | secondhalf = bytes - firsthalf; |
| 1766 | |
| 1767 | steps[decode ? 1 : 0].seedstart = bmp + firsthalf; |
| 1768 | steps[decode ? 1 : 0].seedlen = secondhalf; |
| 1769 | steps[decode ? 1 : 0].targetstart = bmp; |
| 1770 | steps[decode ? 1 : 0].targetlen = firsthalf; |
| 1771 | |
| 1772 | steps[decode ? 0 : 1].seedstart = bmp; |
| 1773 | steps[decode ? 0 : 1].seedlen = firsthalf; |
| 1774 | steps[decode ? 0 : 1].targetstart = bmp + firsthalf; |
| 1775 | steps[decode ? 0 : 1].targetlen = secondhalf; |
| 1776 | |
| 1777 | for (i = 0; i < 2; i++) { |
| 1778 | SHA_State base, final; |
| 1779 | unsigned char digest[20]; |
| 1780 | char numberbuf[80]; |
| 1781 | int digestpos = 20, counter = 0; |
| 1782 | |
| 1783 | SHA_Init(&base); |
| 1784 | SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen); |
| 1785 | |
| 1786 | for (j = 0; j < steps[i].targetlen; j++) { |
| 1787 | if (digestpos >= 20) { |
| 1788 | sprintf(numberbuf, "%d", counter++); |
| 1789 | final = base; |
| 1790 | SHA_Bytes(&final, numberbuf, strlen(numberbuf)); |
| 1791 | SHA_Final(&final, digest); |
| 1792 | digestpos = 0; |
| 1793 | } |
| 1794 | steps[i].targetstart[j] ^= digest[digestpos]++; |
| 1795 | } |
| 1796 | |
| 1797 | /* |
| 1798 | * Mask off the pad bits in the final byte after both steps. |
| 1799 | */ |
| 1800 | if (bits % 8) |
| 1801 | bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8)); |
| 1802 | } |
| 1803 | } |
| 1804 | |
| 1805 | static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, |
| 1806 | random_state *rs, char **game_desc) |
| 1807 | { |
| 1808 | signed char *grid, *ret, *p; |
| 1809 | unsigned char *bmp; |
| 1810 | int i, area; |
| 1811 | |
| 1812 | grid = minegen(w, h, n, x, y, unique, rs); |
| 1813 | |
| 1814 | if (game_desc) { |
| 1815 | /* |
| 1816 | * Set up the mine bitmap and obfuscate it. |
| 1817 | */ |
| 1818 | area = w * h; |
| 1819 | bmp = snewn((area + 7) / 8, unsigned char); |
| 1820 | memset(bmp, 0, (area + 7) / 8); |
| 1821 | for (i = 0; i < area; i++) { |
| 1822 | if (grid[i]) |
| 1823 | bmp[i / 8] |= 0x80 >> (i % 8); |
| 1824 | } |
| 1825 | obfuscate_bitmap(bmp, area, FALSE); |
| 1826 | |
| 1827 | /* |
| 1828 | * Now encode the resulting bitmap in hex. We can work to |
| 1829 | * nibble rather than byte granularity, since the obfuscation |
| 1830 | * function guarantees to return a bit string of the same |
| 1831 | * length as its input. |
| 1832 | */ |
| 1833 | ret = snewn((area+3)/4 + 100, char); |
| 1834 | p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */ |
| 1835 | for (i = 0; i < (area+3)/4; i++) { |
| 1836 | int v = bmp[i/2]; |
| 1837 | if (i % 2 == 0) |
| 1838 | v >>= 4; |
| 1839 | *p++ = "0123456789abcdef"[v & 0xF]; |
| 1840 | } |
| 1841 | *p = '\0'; |
| 1842 | |
| 1843 | sfree(bmp); |
| 1844 | |
| 1845 | *game_desc = ret; |
| 1846 | } |
| 1847 | |
| 1848 | return grid; |
| 1849 | } |
| 1850 | |
| 1851 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1852 | game_aux_info **aux, int interactive) |
| 1853 | { |
| 1854 | if (!interactive) { |
| 1855 | /* |
| 1856 | * For batch-generated grids, pre-open one square. |
| 1857 | */ |
| 1858 | int x = random_upto(rs, params->w); |
| 1859 | int y = random_upto(rs, params->h); |
| 1860 | signed char *grid; |
| 1861 | char *desc; |
| 1862 | |
| 1863 | grid = new_mine_layout(params->w, params->h, params->n, |
| 1864 | x, y, params->unique, rs, &desc); |
| 1865 | sfree(grid); |
| 1866 | return desc; |
| 1867 | } else { |
| 1868 | char *rsdesc, *desc; |
| 1869 | |
| 1870 | rsdesc = random_state_encode(rs); |
| 1871 | desc = snewn(strlen(rsdesc) + 100, char); |
| 1872 | sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc); |
| 1873 | sfree(rsdesc); |
| 1874 | return desc; |
| 1875 | } |
| 1876 | } |
| 1877 | |
| 1878 | static void game_free_aux_info(game_aux_info *aux) |
| 1879 | { |
| 1880 | assert(!"Shouldn't happen"); |
| 1881 | } |
| 1882 | |
| 1883 | static char *validate_desc(game_params *params, char *desc) |
| 1884 | { |
| 1885 | int wh = params->w * params->h; |
| 1886 | int x, y; |
| 1887 | |
| 1888 | if (*desc == 'r') { |
| 1889 | if (!*desc || !isdigit((unsigned char)*desc)) |
| 1890 | return "No initial mine count in game description"; |
| 1891 | while (*desc && isdigit((unsigned char)*desc)) |
| 1892 | desc++; /* skip over mine count */ |
| 1893 | if (*desc != ',') |
| 1894 | return "No ',' after initial x-coordinate in game description"; |
| 1895 | desc++; |
| 1896 | if (*desc != 'u' && *desc != 'a') |
| 1897 | return "No uniqueness specifier in game description"; |
| 1898 | desc++; |
| 1899 | if (*desc != ',') |
| 1900 | return "No ',' after uniqueness specifier in game description"; |
| 1901 | /* now ignore the rest */ |
| 1902 | } else { |
| 1903 | if (!*desc || !isdigit((unsigned char)*desc)) |
| 1904 | return "No initial x-coordinate in game description"; |
| 1905 | x = atoi(desc); |
| 1906 | if (x < 0 || x >= params->w) |
| 1907 | return "Initial x-coordinate was out of range"; |
| 1908 | while (*desc && isdigit((unsigned char)*desc)) |
| 1909 | desc++; /* skip over x coordinate */ |
| 1910 | if (*desc != ',') |
| 1911 | return "No ',' after initial x-coordinate in game description"; |
| 1912 | desc++; /* eat comma */ |
| 1913 | if (!*desc || !isdigit((unsigned char)*desc)) |
| 1914 | return "No initial y-coordinate in game description"; |
| 1915 | y = atoi(desc); |
| 1916 | if (y < 0 || y >= params->h) |
| 1917 | return "Initial y-coordinate was out of range"; |
| 1918 | while (*desc && isdigit((unsigned char)*desc)) |
| 1919 | desc++; /* skip over y coordinate */ |
| 1920 | if (*desc != ',') |
| 1921 | return "No ',' after initial y-coordinate in game description"; |
| 1922 | desc++; /* eat comma */ |
| 1923 | /* eat `m', meaning `masked', if present */ |
| 1924 | if (*desc == 'm') |
| 1925 | desc++; |
| 1926 | /* now just check length of remainder */ |
| 1927 | if (strlen(desc) != (wh+3)/4) |
| 1928 | return "Game description is wrong length"; |
| 1929 | } |
| 1930 | |
| 1931 | return NULL; |
| 1932 | } |
| 1933 | |
| 1934 | static int open_square(game_state *state, int x, int y) |
| 1935 | { |
| 1936 | int w = state->w, h = state->h; |
| 1937 | int xx, yy, nmines, ncovered; |
| 1938 | |
| 1939 | if (!state->layout->mines) { |
| 1940 | /* |
| 1941 | * We have a preliminary game in which the mine layout |
| 1942 | * hasn't been generated yet. Generate it based on the |
| 1943 | * initial click location. |
| 1944 | */ |
| 1945 | char *desc; |
| 1946 | state->layout->mines = new_mine_layout(w, h, state->layout->n, |
| 1947 | x, y, state->layout->unique, |
| 1948 | state->layout->rs, |
| 1949 | &desc); |
| 1950 | midend_supersede_game_desc(state->layout->me, desc); |
| 1951 | sfree(desc); |
| 1952 | random_free(state->layout->rs); |
| 1953 | state->layout->rs = NULL; |
| 1954 | } |
| 1955 | |
| 1956 | if (state->layout->mines[y*w+x]) { |
| 1957 | /* |
| 1958 | * The player has landed on a mine. Bad luck. Expose all |
| 1959 | * the mines. |
| 1960 | */ |
| 1961 | state->dead = TRUE; |
| 1962 | for (yy = 0; yy < h; yy++) |
| 1963 | for (xx = 0; xx < w; xx++) { |
| 1964 | if (state->layout->mines[yy*w+xx] && |
| 1965 | (state->grid[yy*w+xx] == -2 || |
| 1966 | state->grid[yy*w+xx] == -3)) { |
| 1967 | state->grid[yy*w+xx] = 64; |
| 1968 | } |
| 1969 | if (!state->layout->mines[yy*w+xx] && |
| 1970 | state->grid[yy*w+xx] == -1) { |
| 1971 | state->grid[yy*w+xx] = 66; |
| 1972 | } |
| 1973 | } |
| 1974 | state->grid[y*w+x] = 65; |
| 1975 | return -1; |
| 1976 | } |
| 1977 | |
| 1978 | /* |
| 1979 | * Otherwise, the player has opened a safe square. Mark it to-do. |
| 1980 | */ |
| 1981 | state->grid[y*w+x] = -10; /* `todo' value internal to this func */ |
| 1982 | |
| 1983 | /* |
| 1984 | * Now go through the grid finding all `todo' values and |
| 1985 | * opening them. Every time one of them turns out to have no |
| 1986 | * neighbouring mines, we add all its unopened neighbours to |
| 1987 | * the list as well. |
| 1988 | * |
| 1989 | * FIXME: We really ought to be able to do this better than |
| 1990 | * using repeated N^2 scans of the grid. |
| 1991 | */ |
| 1992 | while (1) { |
| 1993 | int done_something = FALSE; |
| 1994 | |
| 1995 | for (yy = 0; yy < h; yy++) |
| 1996 | for (xx = 0; xx < w; xx++) |
| 1997 | if (state->grid[yy*w+xx] == -10) { |
| 1998 | int dx, dy, v; |
| 1999 | |
| 2000 | assert(!state->layout->mines[yy*w+xx]); |
| 2001 | |
| 2002 | v = 0; |
| 2003 | |
| 2004 | for (dx = -1; dx <= +1; dx++) |
| 2005 | for (dy = -1; dy <= +1; dy++) |
| 2006 | if (xx+dx >= 0 && xx+dx < state->w && |
| 2007 | yy+dy >= 0 && yy+dy < state->h && |
| 2008 | state->layout->mines[(yy+dy)*w+(xx+dx)]) |
| 2009 | v++; |
| 2010 | |
| 2011 | state->grid[yy*w+xx] = v; |
| 2012 | |
| 2013 | if (v == 0) { |
| 2014 | for (dx = -1; dx <= +1; dx++) |
| 2015 | for (dy = -1; dy <= +1; dy++) |
| 2016 | if (xx+dx >= 0 && xx+dx < state->w && |
| 2017 | yy+dy >= 0 && yy+dy < state->h && |
| 2018 | state->grid[(yy+dy)*w+(xx+dx)] == -2) |
| 2019 | state->grid[(yy+dy)*w+(xx+dx)] = -10; |
| 2020 | } |
| 2021 | |
| 2022 | done_something = TRUE; |
| 2023 | } |
| 2024 | |
| 2025 | if (!done_something) |
| 2026 | break; |
| 2027 | } |
| 2028 | |
| 2029 | /* |
| 2030 | * Finally, scan the grid and see if exactly as many squares |
| 2031 | * are still covered as there are mines. If so, set the `won' |
| 2032 | * flag and fill in mine markers on all covered squares. |
| 2033 | */ |
| 2034 | nmines = ncovered = 0; |
| 2035 | for (yy = 0; yy < h; yy++) |
| 2036 | for (xx = 0; xx < w; xx++) { |
| 2037 | if (state->grid[yy*w+xx] < 0) |
| 2038 | ncovered++; |
| 2039 | if (state->layout->mines[yy*w+xx]) |
| 2040 | nmines++; |
| 2041 | } |
| 2042 | assert(ncovered >= nmines); |
| 2043 | if (ncovered == nmines) { |
| 2044 | for (yy = 0; yy < h; yy++) |
| 2045 | for (xx = 0; xx < w; xx++) { |
| 2046 | if (state->grid[yy*w+xx] < 0) |
| 2047 | state->grid[yy*w+xx] = -1; |
| 2048 | } |
| 2049 | state->won = TRUE; |
| 2050 | } |
| 2051 | |
| 2052 | return 0; |
| 2053 | } |
| 2054 | |
| 2055 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
| 2056 | { |
| 2057 | game_state *state = snew(game_state); |
| 2058 | int i, wh, x, y, ret, masked; |
| 2059 | unsigned char *bmp; |
| 2060 | |
| 2061 | state->w = params->w; |
| 2062 | state->h = params->h; |
| 2063 | state->n = params->n; |
| 2064 | state->dead = state->won = FALSE; |
| 2065 | |
| 2066 | wh = state->w * state->h; |
| 2067 | |
| 2068 | state->layout = snew(struct mine_layout); |
| 2069 | state->layout->refcount = 1; |
| 2070 | |
| 2071 | state->grid = snewn(wh, char); |
| 2072 | memset(state->grid, -2, wh); |
| 2073 | |
| 2074 | if (*desc == 'r') { |
| 2075 | desc++; |
| 2076 | state->layout->n = atoi(desc); |
| 2077 | while (*desc && isdigit((unsigned char)*desc)) |
| 2078 | desc++; /* skip over mine count */ |
| 2079 | if (*desc) desc++; /* eat comma */ |
| 2080 | if (*desc == 'a') |
| 2081 | state->layout->unique = FALSE; |
| 2082 | else |
| 2083 | state->layout->unique = TRUE; |
| 2084 | desc++; |
| 2085 | if (*desc) desc++; /* eat comma */ |
| 2086 | |
| 2087 | state->layout->mines = NULL; |
| 2088 | state->layout->rs = random_state_decode(desc); |
| 2089 | state->layout->me = me; |
| 2090 | |
| 2091 | } else { |
| 2092 | state->layout->rs = NULL; |
| 2093 | state->layout->me = NULL; |
| 2094 | |
| 2095 | state->layout->mines = snewn(wh, char); |
| 2096 | x = atoi(desc); |
| 2097 | while (*desc && isdigit((unsigned char)*desc)) |
| 2098 | desc++; /* skip over x coordinate */ |
| 2099 | if (*desc) desc++; /* eat comma */ |
| 2100 | y = atoi(desc); |
| 2101 | while (*desc && isdigit((unsigned char)*desc)) |
| 2102 | desc++; /* skip over y coordinate */ |
| 2103 | if (*desc) desc++; /* eat comma */ |
| 2104 | |
| 2105 | if (*desc == 'm') { |
| 2106 | masked = TRUE; |
| 2107 | desc++; |
| 2108 | } else { |
| 2109 | /* |
| 2110 | * We permit game IDs to be entered by hand without the |
| 2111 | * masking transformation. |
| 2112 | */ |
| 2113 | masked = FALSE; |
| 2114 | } |
| 2115 | |
| 2116 | bmp = snewn((wh + 7) / 8, unsigned char); |
| 2117 | memset(bmp, 0, (wh + 7) / 8); |
| 2118 | for (i = 0; i < (wh+3)/4; i++) { |
| 2119 | int c = desc[i]; |
| 2120 | int v; |
| 2121 | |
| 2122 | assert(c != 0); /* validate_desc should have caught */ |
| 2123 | if (c >= '0' && c <= '9') |
| 2124 | v = c - '0'; |
| 2125 | else if (c >= 'a' && c <= 'f') |
| 2126 | v = c - 'a' + 10; |
| 2127 | else if (c >= 'A' && c <= 'F') |
| 2128 | v = c - 'A' + 10; |
| 2129 | else |
| 2130 | v = 0; |
| 2131 | |
| 2132 | bmp[i / 2] |= v << (4 * (1 - (i % 2))); |
| 2133 | } |
| 2134 | |
| 2135 | if (masked) |
| 2136 | obfuscate_bitmap(bmp, wh, TRUE); |
| 2137 | |
| 2138 | memset(state->layout->mines, 0, wh); |
| 2139 | for (i = 0; i < wh; i++) { |
| 2140 | if (bmp[i / 8] & (0x80 >> (i % 8))) |
| 2141 | state->layout->mines[i] = 1; |
| 2142 | } |
| 2143 | |
| 2144 | ret = open_square(state, x, y); |
| 2145 | } |
| 2146 | |
| 2147 | return state; |
| 2148 | } |
| 2149 | |
| 2150 | static game_state *dup_game(game_state *state) |
| 2151 | { |
| 2152 | game_state *ret = snew(game_state); |
| 2153 | |
| 2154 | ret->w = state->w; |
| 2155 | ret->h = state->h; |
| 2156 | ret->n = state->n; |
| 2157 | ret->dead = state->dead; |
| 2158 | ret->won = state->won; |
| 2159 | ret->layout = state->layout; |
| 2160 | ret->layout->refcount++; |
| 2161 | ret->grid = snewn(ret->w * ret->h, char); |
| 2162 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
| 2163 | |
| 2164 | return ret; |
| 2165 | } |
| 2166 | |
| 2167 | static void free_game(game_state *state) |
| 2168 | { |
| 2169 | if (--state->layout->refcount <= 0) { |
| 2170 | sfree(state->layout->mines); |
| 2171 | if (state->layout->rs) |
| 2172 | random_free(state->layout->rs); |
| 2173 | sfree(state->layout); |
| 2174 | } |
| 2175 | sfree(state->grid); |
| 2176 | sfree(state); |
| 2177 | } |
| 2178 | |
| 2179 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
| 2180 | char **error) |
| 2181 | { |
| 2182 | return NULL; |
| 2183 | } |
| 2184 | |
| 2185 | static char *game_text_format(game_state *state) |
| 2186 | { |
| 2187 | char *ret; |
| 2188 | int x, y; |
| 2189 | |
| 2190 | ret = snewn((state->w + 1) * state->h + 1, char); |
| 2191 | for (y = 0; y < state->h; y++) { |
| 2192 | for (x = 0; x < state->w; x++) { |
| 2193 | int v = state->grid[y*state->w+x]; |
| 2194 | if (v == 0) |
| 2195 | v = '-'; |
| 2196 | else if (v >= 1 && v <= 8) |
| 2197 | v = '0' + v; |
| 2198 | else if (v == -1) |
| 2199 | v = '*'; |
| 2200 | else if (v == -2 || v == -3) |
| 2201 | v = '?'; |
| 2202 | else if (v >= 64) |
| 2203 | v = '!'; |
| 2204 | ret[y * (state->w+1) + x] = v; |
| 2205 | } |
| 2206 | ret[y * (state->w+1) + state->w] = '\n'; |
| 2207 | } |
| 2208 | ret[(state->w + 1) * state->h] = '\0'; |
| 2209 | |
| 2210 | return ret; |
| 2211 | } |
| 2212 | |
| 2213 | struct game_ui { |
| 2214 | int hx, hy, hradius; /* for mouse-down highlights */ |
| 2215 | int flash_is_death; |
| 2216 | }; |
| 2217 | |
| 2218 | static game_ui *new_ui(game_state *state) |
| 2219 | { |
| 2220 | game_ui *ui = snew(game_ui); |
| 2221 | ui->hx = ui->hy = -1; |
| 2222 | ui->hradius = 0; |
| 2223 | ui->flash_is_death = FALSE; /* *shrug* */ |
| 2224 | return ui; |
| 2225 | } |
| 2226 | |
| 2227 | static void free_ui(game_ui *ui) |
| 2228 | { |
| 2229 | sfree(ui); |
| 2230 | } |
| 2231 | |
| 2232 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
| 2233 | int x, int y, int button) |
| 2234 | { |
| 2235 | game_state *ret; |
| 2236 | int cx, cy; |
| 2237 | |
| 2238 | if (from->dead || from->won) |
| 2239 | return NULL; /* no further moves permitted */ |
| 2240 | |
| 2241 | if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && |
| 2242 | !IS_MOUSE_RELEASE(button)) |
| 2243 | return NULL; |
| 2244 | |
| 2245 | cx = FROMCOORD(x); |
| 2246 | cy = FROMCOORD(y); |
| 2247 | if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h) |
| 2248 | return NULL; |
| 2249 | |
| 2250 | if (button == LEFT_BUTTON || button == LEFT_DRAG) { |
| 2251 | /* |
| 2252 | * Mouse-downs and mouse-drags just cause highlighting |
| 2253 | * updates. |
| 2254 | */ |
| 2255 | ui->hx = cx; |
| 2256 | ui->hy = cy; |
| 2257 | ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0); |
| 2258 | return from; |
| 2259 | } |
| 2260 | |
| 2261 | if (button == RIGHT_BUTTON) { |
| 2262 | /* |
| 2263 | * Right-clicking only works on a covered square, and it |
| 2264 | * toggles between -1 (marked as mine) and -2 (not marked |
| 2265 | * as mine). |
| 2266 | * |
| 2267 | * FIXME: question marks. |
| 2268 | */ |
| 2269 | if (from->grid[cy * from->w + cx] != -2 && |
| 2270 | from->grid[cy * from->w + cx] != -1) |
| 2271 | return NULL; |
| 2272 | |
| 2273 | ret = dup_game(from); |
| 2274 | ret->grid[cy * from->w + cx] ^= (-2 ^ -1); |
| 2275 | |
| 2276 | return ret; |
| 2277 | } |
| 2278 | |
| 2279 | if (button == LEFT_RELEASE) { |
| 2280 | ui->hx = ui->hy = -1; |
| 2281 | ui->hradius = 0; |
| 2282 | |
| 2283 | /* |
| 2284 | * At this stage we must never return NULL: we have adjusted |
| 2285 | * the ui, so at worst we return `from'. |
| 2286 | */ |
| 2287 | |
| 2288 | /* |
| 2289 | * Left-clicking on a covered square opens a tile. Not |
| 2290 | * permitted if the tile is marked as a mine, for safety. |
| 2291 | * (Unmark it and _then_ open it.) |
| 2292 | */ |
| 2293 | if (from->grid[cy * from->w + cx] == -2 || |
| 2294 | from->grid[cy * from->w + cx] == -3) { |
| 2295 | ret = dup_game(from); |
| 2296 | open_square(ret, cx, cy); |
| 2297 | return ret; |
| 2298 | } |
| 2299 | |
| 2300 | /* |
| 2301 | * Left-clicking on an uncovered tile: first we check to see if |
| 2302 | * the number of mine markers surrounding the tile is equal to |
| 2303 | * its mine count, and if so then we open all other surrounding |
| 2304 | * squares. |
| 2305 | */ |
| 2306 | if (from->grid[cy * from->w + cx] > 0) { |
| 2307 | int dy, dx, n; |
| 2308 | |
| 2309 | /* Count mine markers. */ |
| 2310 | n = 0; |
| 2311 | for (dy = -1; dy <= +1; dy++) |
| 2312 | for (dx = -1; dx <= +1; dx++) |
| 2313 | if (cx+dx >= 0 && cx+dx < from->w && |
| 2314 | cy+dy >= 0 && cy+dy < from->h) { |
| 2315 | if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1) |
| 2316 | n++; |
| 2317 | } |
| 2318 | |
| 2319 | if (n == from->grid[cy * from->w + cx]) { |
| 2320 | ret = dup_game(from); |
| 2321 | for (dy = -1; dy <= +1; dy++) |
| 2322 | for (dx = -1; dx <= +1; dx++) |
| 2323 | if (cx+dx >= 0 && cx+dx < ret->w && |
| 2324 | cy+dy >= 0 && cy+dy < ret->h && |
| 2325 | (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 || |
| 2326 | ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3)) |
| 2327 | open_square(ret, cx+dx, cy+dy); |
| 2328 | return ret; |
| 2329 | } |
| 2330 | } |
| 2331 | |
| 2332 | return from; |
| 2333 | } |
| 2334 | |
| 2335 | return NULL; |
| 2336 | } |
| 2337 | |
| 2338 | /* ---------------------------------------------------------------------- |
| 2339 | * Drawing routines. |
| 2340 | */ |
| 2341 | |
| 2342 | struct game_drawstate { |
| 2343 | int w, h, started; |
| 2344 | signed char *grid; |
| 2345 | /* |
| 2346 | * Items in this `grid' array have all the same values as in |
| 2347 | * the game_state grid, and in addition: |
| 2348 | * |
| 2349 | * - -10 means the tile was drawn `specially' as a result of a |
| 2350 | * flash, so it will always need redrawing. |
| 2351 | * |
| 2352 | * - -22 and -23 mean the tile is highlighted for a possible |
| 2353 | * click. |
| 2354 | */ |
| 2355 | }; |
| 2356 | |
| 2357 | static void game_size(game_params *params, int *x, int *y) |
| 2358 | { |
| 2359 | *x = BORDER * 2 + TILE_SIZE * params->w; |
| 2360 | *y = BORDER * 2 + TILE_SIZE * params->h; |
| 2361 | } |
| 2362 | |
| 2363 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 2364 | { |
| 2365 | float *ret = snewn(3 * NCOLOURS, float); |
| 2366 | |
| 2367 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 2368 | |
| 2369 | ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0; |
| 2370 | ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0; |
| 2371 | ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0; |
| 2372 | |
| 2373 | ret[COL_1 * 3 + 0] = 0.0F; |
| 2374 | ret[COL_1 * 3 + 1] = 0.0F; |
| 2375 | ret[COL_1 * 3 + 2] = 1.0F; |
| 2376 | |
| 2377 | ret[COL_2 * 3 + 0] = 0.0F; |
| 2378 | ret[COL_2 * 3 + 1] = 0.5F; |
| 2379 | ret[COL_2 * 3 + 2] = 0.0F; |
| 2380 | |
| 2381 | ret[COL_3 * 3 + 0] = 1.0F; |
| 2382 | ret[COL_3 * 3 + 1] = 0.0F; |
| 2383 | ret[COL_3 * 3 + 2] = 0.0F; |
| 2384 | |
| 2385 | ret[COL_4 * 3 + 0] = 0.0F; |
| 2386 | ret[COL_4 * 3 + 1] = 0.0F; |
| 2387 | ret[COL_4 * 3 + 2] = 0.5F; |
| 2388 | |
| 2389 | ret[COL_5 * 3 + 0] = 0.5F; |
| 2390 | ret[COL_5 * 3 + 1] = 0.0F; |
| 2391 | ret[COL_5 * 3 + 2] = 0.0F; |
| 2392 | |
| 2393 | ret[COL_6 * 3 + 0] = 0.0F; |
| 2394 | ret[COL_6 * 3 + 1] = 0.5F; |
| 2395 | ret[COL_6 * 3 + 2] = 0.5F; |
| 2396 | |
| 2397 | ret[COL_7 * 3 + 0] = 0.0F; |
| 2398 | ret[COL_7 * 3 + 1] = 0.0F; |
| 2399 | ret[COL_7 * 3 + 2] = 0.0F; |
| 2400 | |
| 2401 | ret[COL_8 * 3 + 0] = 0.5F; |
| 2402 | ret[COL_8 * 3 + 1] = 0.5F; |
| 2403 | ret[COL_8 * 3 + 2] = 0.5F; |
| 2404 | |
| 2405 | ret[COL_MINE * 3 + 0] = 0.0F; |
| 2406 | ret[COL_MINE * 3 + 1] = 0.0F; |
| 2407 | ret[COL_MINE * 3 + 2] = 0.0F; |
| 2408 | |
| 2409 | ret[COL_BANG * 3 + 0] = 1.0F; |
| 2410 | ret[COL_BANG * 3 + 1] = 0.0F; |
| 2411 | ret[COL_BANG * 3 + 2] = 0.0F; |
| 2412 | |
| 2413 | ret[COL_CROSS * 3 + 0] = 1.0F; |
| 2414 | ret[COL_CROSS * 3 + 1] = 0.0F; |
| 2415 | ret[COL_CROSS * 3 + 2] = 0.0F; |
| 2416 | |
| 2417 | ret[COL_FLAG * 3 + 0] = 1.0F; |
| 2418 | ret[COL_FLAG * 3 + 1] = 0.0F; |
| 2419 | ret[COL_FLAG * 3 + 2] = 0.0F; |
| 2420 | |
| 2421 | ret[COL_FLAGBASE * 3 + 0] = 0.0F; |
| 2422 | ret[COL_FLAGBASE * 3 + 1] = 0.0F; |
| 2423 | ret[COL_FLAGBASE * 3 + 2] = 0.0F; |
| 2424 | |
| 2425 | ret[COL_QUERY * 3 + 0] = 0.0F; |
| 2426 | ret[COL_QUERY * 3 + 1] = 0.0F; |
| 2427 | ret[COL_QUERY * 3 + 2] = 0.0F; |
| 2428 | |
| 2429 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
| 2430 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
| 2431 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
| 2432 | |
| 2433 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; |
| 2434 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; |
| 2435 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; |
| 2436 | |
| 2437 | *ncolours = NCOLOURS; |
| 2438 | return ret; |
| 2439 | } |
| 2440 | |
| 2441 | static game_drawstate *game_new_drawstate(game_state *state) |
| 2442 | { |
| 2443 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 2444 | |
| 2445 | ds->w = state->w; |
| 2446 | ds->h = state->h; |
| 2447 | ds->started = FALSE; |
| 2448 | ds->grid = snewn(ds->w * ds->h, char); |
| 2449 | |
| 2450 | memset(ds->grid, -99, ds->w * ds->h); |
| 2451 | |
| 2452 | return ds; |
| 2453 | } |
| 2454 | |
| 2455 | static void game_free_drawstate(game_drawstate *ds) |
| 2456 | { |
| 2457 | sfree(ds->grid); |
| 2458 | sfree(ds); |
| 2459 | } |
| 2460 | |
| 2461 | static void draw_tile(frontend *fe, int x, int y, int v, int bg) |
| 2462 | { |
| 2463 | if (v < 0) { |
| 2464 | int coords[12]; |
| 2465 | int hl = 0; |
| 2466 | |
| 2467 | if (v == -22 || v == -23) { |
| 2468 | v += 20; |
| 2469 | |
| 2470 | /* |
| 2471 | * Omit the highlights in this case. |
| 2472 | */ |
| 2473 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
| 2474 | bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg); |
| 2475 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
| 2476 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
| 2477 | } else { |
| 2478 | /* |
| 2479 | * Draw highlights to indicate the square is covered. |
| 2480 | */ |
| 2481 | coords[0] = x + TILE_SIZE - 1; |
| 2482 | coords[1] = y + TILE_SIZE - 1; |
| 2483 | coords[2] = x + TILE_SIZE - 1; |
| 2484 | coords[3] = y; |
| 2485 | coords[4] = x; |
| 2486 | coords[5] = y + TILE_SIZE - 1; |
| 2487 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl); |
| 2488 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl); |
| 2489 | |
| 2490 | coords[0] = x; |
| 2491 | coords[1] = y; |
| 2492 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl); |
| 2493 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl); |
| 2494 | |
| 2495 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
| 2496 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
| 2497 | bg); |
| 2498 | } |
| 2499 | |
| 2500 | if (v == -1) { |
| 2501 | /* |
| 2502 | * Draw a flag. |
| 2503 | */ |
| 2504 | #define SETCOORD(n, dx, dy) do { \ |
| 2505 | coords[(n)*2+0] = x + TILE_SIZE * (dx); \ |
| 2506 | coords[(n)*2+1] = y + TILE_SIZE * (dy); \ |
| 2507 | } while (0) |
| 2508 | SETCOORD(0, 0.6, 0.35); |
| 2509 | SETCOORD(1, 0.6, 0.7); |
| 2510 | SETCOORD(2, 0.8, 0.8); |
| 2511 | SETCOORD(3, 0.25, 0.8); |
| 2512 | SETCOORD(4, 0.55, 0.7); |
| 2513 | SETCOORD(5, 0.55, 0.35); |
| 2514 | draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE); |
| 2515 | draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE); |
| 2516 | |
| 2517 | SETCOORD(0, 0.6, 0.2); |
| 2518 | SETCOORD(1, 0.6, 0.5); |
| 2519 | SETCOORD(2, 0.2, 0.35); |
| 2520 | draw_polygon(fe, coords, 3, TRUE, COL_FLAG); |
| 2521 | draw_polygon(fe, coords, 3, FALSE, COL_FLAG); |
| 2522 | #undef SETCOORD |
| 2523 | |
| 2524 | } else if (v == -3) { |
| 2525 | /* |
| 2526 | * Draw a question mark. |
| 2527 | */ |
| 2528 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
| 2529 | FONT_VARIABLE, TILE_SIZE * 6 / 8, |
| 2530 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 2531 | COL_QUERY, "?"); |
| 2532 | } |
| 2533 | } else { |
| 2534 | /* |
| 2535 | * Clear the square to the background colour, and draw thin |
| 2536 | * grid lines along the top and left. |
| 2537 | * |
| 2538 | * Exception is that for value 65 (mine we've just trodden |
| 2539 | * on), we clear the square to COL_BANG. |
| 2540 | */ |
| 2541 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
| 2542 | (v == 65 ? COL_BANG : |
| 2543 | bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg)); |
| 2544 | draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); |
| 2545 | draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); |
| 2546 | |
| 2547 | if (v > 0 && v <= 8) { |
| 2548 | /* |
| 2549 | * Mark a number. |
| 2550 | */ |
| 2551 | char str[2]; |
| 2552 | str[0] = v + '0'; |
| 2553 | str[1] = '\0'; |
| 2554 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
| 2555 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
| 2556 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 2557 | (COL_1 - 1) + v, str); |
| 2558 | |
| 2559 | } else if (v >= 64) { |
| 2560 | /* |
| 2561 | * Mark a mine. |
| 2562 | * |
| 2563 | * FIXME: this could be done better! |
| 2564 | */ |
| 2565 | #if 0 |
| 2566 | draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, |
| 2567 | FONT_VARIABLE, TILE_SIZE * 7 / 8, |
| 2568 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 2569 | COL_MINE, "*"); |
| 2570 | #else |
| 2571 | { |
| 2572 | int cx = x + TILE_SIZE / 2; |
| 2573 | int cy = y + TILE_SIZE / 2; |
| 2574 | int r = TILE_SIZE / 2 - 3; |
| 2575 | int coords[4*5*2]; |
| 2576 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
| 2577 | int tdx, tdy, i; |
| 2578 | |
| 2579 | for (i = 0; i < 4*5*2; i += 5*2) { |
| 2580 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
| 2581 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
| 2582 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
| 2583 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
| 2584 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
| 2585 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
| 2586 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
| 2587 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
| 2588 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
| 2589 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
| 2590 | |
| 2591 | tdx = ydx; |
| 2592 | tdy = ydy; |
| 2593 | ydx = xdx; |
| 2594 | ydy = xdy; |
| 2595 | xdx = -tdx; |
| 2596 | xdy = -tdy; |
| 2597 | } |
| 2598 | |
| 2599 | draw_polygon(fe, coords, 5*4, TRUE, COL_MINE); |
| 2600 | draw_polygon(fe, coords, 5*4, FALSE, COL_MINE); |
| 2601 | |
| 2602 | draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
| 2603 | } |
| 2604 | #endif |
| 2605 | |
| 2606 | if (v == 66) { |
| 2607 | /* |
| 2608 | * Cross through the mine. |
| 2609 | */ |
| 2610 | int dx; |
| 2611 | for (dx = -1; dx <= +1; dx++) { |
| 2612 | draw_line(fe, x + 3 + dx, y + 2, |
| 2613 | x + TILE_SIZE - 3 + dx, |
| 2614 | y + TILE_SIZE - 2, COL_CROSS); |
| 2615 | draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2, |
| 2616 | x + 3 + dx, y + TILE_SIZE - 2, |
| 2617 | COL_CROSS); |
| 2618 | } |
| 2619 | } |
| 2620 | } |
| 2621 | } |
| 2622 | |
| 2623 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
| 2624 | } |
| 2625 | |
| 2626 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 2627 | game_state *state, int dir, game_ui *ui, |
| 2628 | float animtime, float flashtime) |
| 2629 | { |
| 2630 | int x, y; |
| 2631 | int mines, markers, bg; |
| 2632 | |
| 2633 | if (flashtime) { |
| 2634 | int frame = (flashtime / FLASH_FRAME); |
| 2635 | if (frame % 2) |
| 2636 | bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); |
| 2637 | else |
| 2638 | bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT); |
| 2639 | } else |
| 2640 | bg = COL_BACKGROUND; |
| 2641 | |
| 2642 | if (!ds->started) { |
| 2643 | int coords[6]; |
| 2644 | |
| 2645 | draw_rect(fe, 0, 0, |
| 2646 | TILE_SIZE * state->w + 2 * BORDER, |
| 2647 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
| 2648 | draw_update(fe, 0, 0, |
| 2649 | TILE_SIZE * state->w + 2 * BORDER, |
| 2650 | TILE_SIZE * state->h + 2 * BORDER); |
| 2651 | |
| 2652 | /* |
| 2653 | * Recessed area containing the whole puzzle. |
| 2654 | */ |
| 2655 | coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
| 2656 | coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
| 2657 | coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; |
| 2658 | coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
| 2659 | coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
| 2660 | coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; |
| 2661 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
| 2662 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
| 2663 | |
| 2664 | coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
| 2665 | coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; |
| 2666 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
| 2667 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
| 2668 | |
| 2669 | ds->started = TRUE; |
| 2670 | } |
| 2671 | |
| 2672 | /* |
| 2673 | * Now draw the tiles. Also in this loop, count up the number |
| 2674 | * of mines and mine markers. |
| 2675 | */ |
| 2676 | mines = markers = 0; |
| 2677 | for (y = 0; y < ds->h; y++) |
| 2678 | for (x = 0; x < ds->w; x++) { |
| 2679 | int v = state->grid[y*ds->w+x]; |
| 2680 | |
| 2681 | if (v == -1) |
| 2682 | markers++; |
| 2683 | if (state->layout->mines && state->layout->mines[y*ds->w+x]) |
| 2684 | mines++; |
| 2685 | |
| 2686 | if ((v == -2 || v == -3) && |
| 2687 | (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) |
| 2688 | v -= 20; |
| 2689 | |
| 2690 | if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { |
| 2691 | draw_tile(fe, COORD(x), COORD(y), v, bg); |
| 2692 | ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); |
| 2693 | } |
| 2694 | } |
| 2695 | |
| 2696 | if (!state->layout->mines) |
| 2697 | mines = state->layout->n; |
| 2698 | |
| 2699 | /* |
| 2700 | * Update the status bar. |
| 2701 | */ |
| 2702 | { |
| 2703 | char statusbar[512]; |
| 2704 | if (state->dead) { |
| 2705 | sprintf(statusbar, "GAME OVER!"); |
| 2706 | } else if (state->won) { |
| 2707 | sprintf(statusbar, "COMPLETED!"); |
| 2708 | } else { |
| 2709 | sprintf(statusbar, "Mines marked: %d / %d", markers, mines); |
| 2710 | } |
| 2711 | status_bar(fe, statusbar); |
| 2712 | } |
| 2713 | } |
| 2714 | |
| 2715 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2716 | int dir, game_ui *ui) |
| 2717 | { |
| 2718 | return 0.0F; |
| 2719 | } |
| 2720 | |
| 2721 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2722 | int dir, game_ui *ui) |
| 2723 | { |
| 2724 | if (dir > 0 && !oldstate->dead && !oldstate->won) { |
| 2725 | if (newstate->dead) { |
| 2726 | ui->flash_is_death = TRUE; |
| 2727 | return 3 * FLASH_FRAME; |
| 2728 | } |
| 2729 | if (newstate->won) { |
| 2730 | ui->flash_is_death = FALSE; |
| 2731 | return 2 * FLASH_FRAME; |
| 2732 | } |
| 2733 | } |
| 2734 | return 0.0F; |
| 2735 | } |
| 2736 | |
| 2737 | static int game_wants_statusbar(void) |
| 2738 | { |
| 2739 | return TRUE; |
| 2740 | } |
| 2741 | |
| 2742 | static int game_timing_state(game_state *state) |
| 2743 | { |
| 2744 | if (state->dead || state->won || !state->layout->mines) |
| 2745 | return FALSE; |
| 2746 | return TRUE; |
| 2747 | } |
| 2748 | |
| 2749 | #ifdef COMBINED |
| 2750 | #define thegame mines |
| 2751 | #endif |
| 2752 | |
| 2753 | const struct game thegame = { |
| 2754 | "Mines", "games.mines", |
| 2755 | default_params, |
| 2756 | game_fetch_preset, |
| 2757 | decode_params, |
| 2758 | encode_params, |
| 2759 | free_params, |
| 2760 | dup_params, |
| 2761 | TRUE, game_configure, custom_params, |
| 2762 | validate_params, |
| 2763 | new_game_desc, |
| 2764 | game_free_aux_info, |
| 2765 | validate_desc, |
| 2766 | new_game, |
| 2767 | dup_game, |
| 2768 | free_game, |
| 2769 | FALSE, solve_game, |
| 2770 | TRUE, game_text_format, |
| 2771 | new_ui, |
| 2772 | free_ui, |
| 2773 | make_move, |
| 2774 | game_size, |
| 2775 | game_colours, |
| 2776 | game_new_drawstate, |
| 2777 | game_free_drawstate, |
| 2778 | game_redraw, |
| 2779 | game_anim_length, |
| 2780 | game_flash_length, |
| 2781 | game_wants_statusbar, |
| 2782 | TRUE, game_timing_state, |
| 2783 | }; |