Introduce a new game backend function (there seem to have been a lot
[sgt/puzzles] / mines.c
1 /*
2 * mines.c: Minesweeper clone with sophisticated grid generation.
3 *
4 * Still TODO:
5 *
6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
8 */
9
10 #include <stdio.h>
11 #include <stdlib.h>
12 #include <string.h>
13 #include <assert.h>
14 #include <ctype.h>
15 #include <math.h>
16
17 #include "tree234.h"
18 #include "puzzles.h"
19
20 enum {
21 COL_BACKGROUND, COL_BACKGROUND2,
22 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
23 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
24 COL_HIGHLIGHT, COL_LOWLIGHT,
25 NCOLOURS
26 };
27
28 #define TILE_SIZE 20
29 #define BORDER (TILE_SIZE * 3 / 2)
30 #define HIGHLIGHT_WIDTH 2
31 #define OUTER_HIGHLIGHT_WIDTH 3
32 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
33 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
34
35 #define FLASH_FRAME 0.13F
36
37 struct game_params {
38 int w, h, n;
39 int unique;
40 };
41
42 struct mine_layout {
43 /*
44 * This structure is shared between all the game_states for a
45 * given instance of the puzzle, so we reference-count it.
46 */
47 int refcount;
48 char *mines;
49 /*
50 * If we haven't yet actually generated the mine layout, here's
51 * all the data we will need to do so.
52 */
53 int n, unique;
54 random_state *rs;
55 midend_data *me; /* to give back the new game desc */
56 };
57
58 struct game_state {
59 int w, h, n, dead, won;
60 int used_solve, just_used_solve;
61 struct mine_layout *layout; /* real mine positions */
62 signed char *grid; /* player knowledge */
63 /*
64 * Each item in the `grid' array is one of the following values:
65 *
66 * - 0 to 8 mean the square is open and has a surrounding mine
67 * count.
68 *
69 * - -1 means the square is marked as a mine.
70 *
71 * - -2 means the square is unknown.
72 *
73 * - -3 means the square is marked with a question mark
74 * (FIXME: do we even want to bother with this?).
75 *
76 * - 64 means the square has had a mine revealed when the game
77 * was lost.
78 *
79 * - 65 means the square had a mine revealed and this was the
80 * one the player hits.
81 *
82 * - 66 means the square has a crossed-out mine because the
83 * player had incorrectly marked it.
84 */
85 };
86
87 static game_params *default_params(void)
88 {
89 game_params *ret = snew(game_params);
90
91 ret->w = ret->h = 9;
92 ret->n = 10;
93 ret->unique = TRUE;
94
95 return ret;
96 }
97
98 static const struct game_params mines_presets[] = {
99 {9, 9, 10, TRUE},
100 {9, 9, 35, TRUE},
101 {16, 16, 40, TRUE},
102 {16, 16, 99, TRUE},
103 {30, 16, 99, TRUE},
104 {30, 16, 170, TRUE},
105 };
106
107 static int game_fetch_preset(int i, char **name, game_params **params)
108 {
109 game_params *ret;
110 char str[80];
111
112 if (i < 0 || i >= lenof(mines_presets))
113 return FALSE;
114
115 ret = snew(game_params);
116 *ret = mines_presets[i];
117
118 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
119
120 *name = dupstr(str);
121 *params = ret;
122 return TRUE;
123 }
124
125 static void free_params(game_params *params)
126 {
127 sfree(params);
128 }
129
130 static game_params *dup_params(game_params *params)
131 {
132 game_params *ret = snew(game_params);
133 *ret = *params; /* structure copy */
134 return ret;
135 }
136
137 static void decode_params(game_params *params, char const *string)
138 {
139 char const *p = string;
140
141 params->w = atoi(p);
142 while (*p && isdigit((unsigned char)*p)) p++;
143 if (*p == 'x') {
144 p++;
145 params->h = atoi(p);
146 while (*p && isdigit((unsigned char)*p)) p++;
147 } else {
148 params->h = params->w;
149 }
150 if (*p == 'n') {
151 p++;
152 params->n = atoi(p);
153 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
154 } else {
155 params->n = params->w * params->h / 10;
156 }
157
158 while (*p) {
159 if (*p == 'a') {
160 p++;
161 params->unique = FALSE;
162 } else
163 p++; /* skip any other gunk */
164 }
165 }
166
167 static char *encode_params(game_params *params, int full)
168 {
169 char ret[400];
170 int len;
171
172 len = sprintf(ret, "%dx%d", params->w, params->h);
173 /*
174 * Mine count is a generation-time parameter, since it can be
175 * deduced from the mine bitmap!
176 */
177 if (full)
178 len += sprintf(ret+len, "n%d", params->n);
179 if (full && !params->unique)
180 ret[len++] = 'a';
181 assert(len < lenof(ret));
182 ret[len] = '\0';
183
184 return dupstr(ret);
185 }
186
187 static config_item *game_configure(game_params *params)
188 {
189 config_item *ret;
190 char buf[80];
191
192 ret = snewn(5, config_item);
193
194 ret[0].name = "Width";
195 ret[0].type = C_STRING;
196 sprintf(buf, "%d", params->w);
197 ret[0].sval = dupstr(buf);
198 ret[0].ival = 0;
199
200 ret[1].name = "Height";
201 ret[1].type = C_STRING;
202 sprintf(buf, "%d", params->h);
203 ret[1].sval = dupstr(buf);
204 ret[1].ival = 0;
205
206 ret[2].name = "Mines";
207 ret[2].type = C_STRING;
208 sprintf(buf, "%d", params->n);
209 ret[2].sval = dupstr(buf);
210 ret[2].ival = 0;
211
212 ret[3].name = "Ensure solubility";
213 ret[3].type = C_BOOLEAN;
214 ret[3].sval = NULL;
215 ret[3].ival = params->unique;
216
217 ret[4].name = NULL;
218 ret[4].type = C_END;
219 ret[4].sval = NULL;
220 ret[4].ival = 0;
221
222 return ret;
223 }
224
225 static game_params *custom_params(config_item *cfg)
226 {
227 game_params *ret = snew(game_params);
228
229 ret->w = atoi(cfg[0].sval);
230 ret->h = atoi(cfg[1].sval);
231 ret->n = atoi(cfg[2].sval);
232 if (strchr(cfg[2].sval, '%'))
233 ret->n = ret->n * (ret->w * ret->h) / 100;
234 ret->unique = cfg[3].ival;
235
236 return ret;
237 }
238
239 static char *validate_params(game_params *params)
240 {
241 /*
242 * Lower limit on grid size: each dimension must be at least 3.
243 * 1 is theoretically workable if rather boring, but 2 is a
244 * real problem: there is often _no_ way to generate a uniquely
245 * solvable 2xn Mines grid. You either run into two mines
246 * blocking the way and no idea what's behind them, or one mine
247 * and no way to know which of the two rows it's in. If the
248 * mine count is even you can create a soluble grid by packing
249 * all the mines at one end (so what when you hit a two-mine
250 * wall there are only as many covered squares left as there
251 * are mines); but if it's odd, you are doomed, because you
252 * _have_ to have a gap somewhere which you can't determine the
253 * position of.
254 */
255 if (params->w <= 2 || params->h <= 2)
256 return "Width and height must both be greater than two";
257 if (params->n > params->w * params->h - 9)
258 return "Too many mines for grid size";
259
260 /*
261 * FIXME: Need more constraints here. Not sure what the
262 * sensible limits for Minesweeper actually are. The limits
263 * probably ought to change, however, depending on uniqueness.
264 */
265
266 return NULL;
267 }
268
269 /* ----------------------------------------------------------------------
270 * Minesweeper solver, used to ensure the generated grids are
271 * solvable without having to take risks.
272 */
273
274 /*
275 * Count the bits in a word. Only needs to cope with 16 bits.
276 */
277 static int bitcount16(int word)
278 {
279 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
280 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
281 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
282 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
283
284 return word;
285 }
286
287 /*
288 * We use a tree234 to store a large number of small localised
289 * sets, each with a mine count. We also keep some of those sets
290 * linked together into a to-do list.
291 */
292 struct set {
293 short x, y, mask, mines;
294 int todo;
295 struct set *prev, *next;
296 };
297
298 static int setcmp(void *av, void *bv)
299 {
300 struct set *a = (struct set *)av;
301 struct set *b = (struct set *)bv;
302
303 if (a->y < b->y)
304 return -1;
305 else if (a->y > b->y)
306 return +1;
307 else if (a->x < b->x)
308 return -1;
309 else if (a->x > b->x)
310 return +1;
311 else if (a->mask < b->mask)
312 return -1;
313 else if (a->mask > b->mask)
314 return +1;
315 else
316 return 0;
317 }
318
319 struct setstore {
320 tree234 *sets;
321 struct set *todo_head, *todo_tail;
322 };
323
324 static struct setstore *ss_new(void)
325 {
326 struct setstore *ss = snew(struct setstore);
327 ss->sets = newtree234(setcmp);
328 ss->todo_head = ss->todo_tail = NULL;
329 return ss;
330 }
331
332 /*
333 * Take two input sets, in the form (x,y,mask). Munge the first by
334 * taking either its intersection with the second or its difference
335 * with the second. Return the new mask part of the first set.
336 */
337 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
338 int diff)
339 {
340 /*
341 * Adjust the second set so that it has the same x,y
342 * coordinates as the first.
343 */
344 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
345 mask2 = 0;
346 } else {
347 while (x2 > x1) {
348 mask2 &= ~(4|32|256);
349 mask2 <<= 1;
350 x2--;
351 }
352 while (x2 < x1) {
353 mask2 &= ~(1|8|64);
354 mask2 >>= 1;
355 x2++;
356 }
357 while (y2 > y1) {
358 mask2 &= ~(64|128|256);
359 mask2 <<= 3;
360 y2--;
361 }
362 while (y2 < y1) {
363 mask2 &= ~(1|2|4);
364 mask2 >>= 3;
365 y2++;
366 }
367 }
368
369 /*
370 * Invert the second set if `diff' is set (we're after A &~ B
371 * rather than A & B).
372 */
373 if (diff)
374 mask2 ^= 511;
375
376 /*
377 * Now all that's left is a logical AND.
378 */
379 return mask1 & mask2;
380 }
381
382 static void ss_add_todo(struct setstore *ss, struct set *s)
383 {
384 if (s->todo)
385 return; /* already on it */
386
387 #ifdef SOLVER_DIAGNOSTICS
388 printf("adding set on todo list: %d,%d %03x %d\n",
389 s->x, s->y, s->mask, s->mines);
390 #endif
391
392 s->prev = ss->todo_tail;
393 if (s->prev)
394 s->prev->next = s;
395 else
396 ss->todo_head = s;
397 ss->todo_tail = s;
398 s->next = NULL;
399 s->todo = TRUE;
400 }
401
402 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
403 {
404 struct set *s;
405
406 assert(mask != 0);
407
408 /*
409 * Normalise so that x and y are genuinely the bounding
410 * rectangle.
411 */
412 while (!(mask & (1|8|64)))
413 mask >>= 1, x++;
414 while (!(mask & (1|2|4)))
415 mask >>= 3, y++;
416
417 /*
418 * Create a set structure and add it to the tree.
419 */
420 s = snew(struct set);
421 s->x = x;
422 s->y = y;
423 s->mask = mask;
424 s->mines = mines;
425 s->todo = FALSE;
426 if (add234(ss->sets, s) != s) {
427 /*
428 * This set already existed! Free it and return.
429 */
430 sfree(s);
431 return;
432 }
433
434 /*
435 * We've added a new set to the tree, so put it on the todo
436 * list.
437 */
438 ss_add_todo(ss, s);
439 }
440
441 static void ss_remove(struct setstore *ss, struct set *s)
442 {
443 struct set *next = s->next, *prev = s->prev;
444
445 #ifdef SOLVER_DIAGNOSTICS
446 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
447 #endif
448 /*
449 * Remove s from the todo list.
450 */
451 if (prev)
452 prev->next = next;
453 else if (s == ss->todo_head)
454 ss->todo_head = next;
455
456 if (next)
457 next->prev = prev;
458 else if (s == ss->todo_tail)
459 ss->todo_tail = prev;
460
461 s->todo = FALSE;
462
463 /*
464 * Remove s from the tree.
465 */
466 del234(ss->sets, s);
467
468 /*
469 * Destroy the actual set structure.
470 */
471 sfree(s);
472 }
473
474 /*
475 * Return a dynamically allocated list of all the sets which
476 * overlap a provided input set.
477 */
478 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
479 {
480 struct set **ret = NULL;
481 int nret = 0, retsize = 0;
482 int xx, yy;
483
484 for (xx = x-3; xx < x+3; xx++)
485 for (yy = y-3; yy < y+3; yy++) {
486 struct set stmp, *s;
487 int pos;
488
489 /*
490 * Find the first set with these top left coordinates.
491 */
492 stmp.x = xx;
493 stmp.y = yy;
494 stmp.mask = 0;
495
496 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
497 while ((s = index234(ss->sets, pos)) != NULL &&
498 s->x == xx && s->y == yy) {
499 /*
500 * This set potentially overlaps the input one.
501 * Compute the intersection to see if they
502 * really overlap, and add it to the list if
503 * so.
504 */
505 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
506 /*
507 * There's an overlap.
508 */
509 if (nret >= retsize) {
510 retsize = nret + 32;
511 ret = sresize(ret, retsize, struct set *);
512 }
513 ret[nret++] = s;
514 }
515
516 pos++;
517 }
518 }
519 }
520
521 ret = sresize(ret, nret+1, struct set *);
522 ret[nret] = NULL;
523
524 return ret;
525 }
526
527 /*
528 * Get an element from the head of the set todo list.
529 */
530 static struct set *ss_todo(struct setstore *ss)
531 {
532 if (ss->todo_head) {
533 struct set *ret = ss->todo_head;
534 ss->todo_head = ret->next;
535 if (ss->todo_head)
536 ss->todo_head->prev = NULL;
537 else
538 ss->todo_tail = NULL;
539 ret->next = ret->prev = NULL;
540 ret->todo = FALSE;
541 return ret;
542 } else {
543 return NULL;
544 }
545 }
546
547 struct squaretodo {
548 int *next;
549 int head, tail;
550 };
551
552 static void std_add(struct squaretodo *std, int i)
553 {
554 if (std->tail >= 0)
555 std->next[std->tail] = i;
556 else
557 std->head = i;
558 std->tail = i;
559 std->next[i] = -1;
560 }
561
562 typedef int (*open_cb)(void *, int, int);
563
564 static void known_squares(int w, int h, struct squaretodo *std,
565 signed char *grid,
566 open_cb open, void *openctx,
567 int x, int y, int mask, int mine)
568 {
569 int xx, yy, bit;
570
571 bit = 1;
572
573 for (yy = 0; yy < 3; yy++)
574 for (xx = 0; xx < 3; xx++) {
575 if (mask & bit) {
576 int i = (y + yy) * w + (x + xx);
577
578 /*
579 * It's possible that this square is _already_
580 * known, in which case we don't try to add it to
581 * the list twice.
582 */
583 if (grid[i] == -2) {
584
585 if (mine) {
586 grid[i] = -1; /* and don't open it! */
587 } else {
588 grid[i] = open(openctx, x + xx, y + yy);
589 assert(grid[i] != -1); /* *bang* */
590 }
591 std_add(std, i);
592
593 }
594 }
595 bit <<= 1;
596 }
597 }
598
599 /*
600 * This is data returned from the `perturb' function. It details
601 * which squares have become mines and which have become clear. The
602 * solver is (of course) expected to honourably not use that
603 * knowledge directly, but to efficently adjust its internal data
604 * structures and proceed based on only the information it
605 * legitimately has.
606 */
607 struct perturbation {
608 int x, y;
609 int delta; /* +1 == become a mine; -1 == cleared */
610 };
611 struct perturbations {
612 int n;
613 struct perturbation *changes;
614 };
615
616 /*
617 * Main solver entry point. You give it a grid of existing
618 * knowledge (-1 for a square known to be a mine, 0-8 for empty
619 * squares with a given number of neighbours, -2 for completely
620 * unknown), plus a function which you can call to open new squares
621 * once you're confident of them. It fills in as much more of the
622 * grid as it can.
623 *
624 * Return value is:
625 *
626 * - -1 means deduction stalled and nothing could be done
627 * - 0 means deduction succeeded fully
628 * - >0 means deduction succeeded but some number of perturbation
629 * steps were required; the exact return value is the number of
630 * perturb calls.
631 */
632
633 typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int);
634
635 static int minesolve(int w, int h, int n, signed char *grid,
636 open_cb open,
637 perturb_cb perturb,
638 void *ctx, random_state *rs)
639 {
640 struct setstore *ss = ss_new();
641 struct set **list;
642 struct squaretodo astd, *std = &astd;
643 int x, y, i, j;
644 int nperturbs = 0;
645
646 /*
647 * Set up a linked list of squares with known contents, so that
648 * we can process them one by one.
649 */
650 std->next = snewn(w*h, int);
651 std->head = std->tail = -1;
652
653 /*
654 * Initialise that list with all known squares in the input
655 * grid.
656 */
657 for (y = 0; y < h; y++) {
658 for (x = 0; x < w; x++) {
659 i = y*w+x;
660 if (grid[i] != -2)
661 std_add(std, i);
662 }
663 }
664
665 /*
666 * Main deductive loop.
667 */
668 while (1) {
669 int done_something = FALSE;
670 struct set *s;
671
672 /*
673 * If there are any known squares on the todo list, process
674 * them and construct a set for each.
675 */
676 while (std->head != -1) {
677 i = std->head;
678 #ifdef SOLVER_DIAGNOSTICS
679 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
680 #endif
681 std->head = std->next[i];
682 if (std->head == -1)
683 std->tail = -1;
684
685 x = i % w;
686 y = i / w;
687
688 if (grid[i] >= 0) {
689 int dx, dy, mines, bit, val;
690 #ifdef SOLVER_DIAGNOSTICS
691 printf("creating set around this square\n");
692 #endif
693 /*
694 * Empty square. Construct the set of non-known squares
695 * around this one, and determine its mine count.
696 */
697 mines = grid[i];
698 bit = 1;
699 val = 0;
700 for (dy = -1; dy <= +1; dy++) {
701 for (dx = -1; dx <= +1; dx++) {
702 #ifdef SOLVER_DIAGNOSTICS
703 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
704 #endif
705 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
706 /* ignore this one */;
707 else if (grid[i+dy*w+dx] == -1)
708 mines--;
709 else if (grid[i+dy*w+dx] == -2)
710 val |= bit;
711 bit <<= 1;
712 }
713 }
714 if (val)
715 ss_add(ss, x-1, y-1, val, mines);
716 }
717
718 /*
719 * Now, whether the square is empty or full, we must
720 * find any set which contains it and replace it with
721 * one which does not.
722 */
723 {
724 #ifdef SOLVER_DIAGNOSTICS
725 printf("finding sets containing known square %d,%d\n", x, y);
726 #endif
727 list = ss_overlap(ss, x, y, 1);
728
729 for (j = 0; list[j]; j++) {
730 int newmask, newmines;
731
732 s = list[j];
733
734 /*
735 * Compute the mask for this set minus the
736 * newly known square.
737 */
738 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
739
740 /*
741 * Compute the new mine count.
742 */
743 newmines = s->mines - (grid[i] == -1);
744
745 /*
746 * Insert the new set into the collection,
747 * unless it's been whittled right down to
748 * nothing.
749 */
750 if (newmask)
751 ss_add(ss, s->x, s->y, newmask, newmines);
752
753 /*
754 * Destroy the old one; it is actually obsolete.
755 */
756 ss_remove(ss, s);
757 }
758
759 sfree(list);
760 }
761
762 /*
763 * Marking a fresh square as known certainly counts as
764 * doing something.
765 */
766 done_something = TRUE;
767 }
768
769 /*
770 * Now pick a set off the to-do list and attempt deductions
771 * based on it.
772 */
773 if ((s = ss_todo(ss)) != NULL) {
774
775 #ifdef SOLVER_DIAGNOSTICS
776 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
777 #endif
778 /*
779 * Firstly, see if this set has a mine count of zero or
780 * of its own cardinality.
781 */
782 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
783 /*
784 * If so, we can immediately mark all the squares
785 * in the set as known.
786 */
787 #ifdef SOLVER_DIAGNOSTICS
788 printf("easy\n");
789 #endif
790 known_squares(w, h, std, grid, open, ctx,
791 s->x, s->y, s->mask, (s->mines != 0));
792
793 /*
794 * Having done that, we need do nothing further
795 * with this set; marking all the squares in it as
796 * known will eventually eliminate it, and will
797 * also permit further deductions about anything
798 * that overlaps it.
799 */
800 continue;
801 }
802
803 /*
804 * Failing that, we now search through all the sets
805 * which overlap this one.
806 */
807 list = ss_overlap(ss, s->x, s->y, s->mask);
808
809 for (j = 0; list[j]; j++) {
810 struct set *s2 = list[j];
811 int swing, s2wing, swc, s2wc;
812
813 /*
814 * Find the non-overlapping parts s2-s and s-s2,
815 * and their cardinalities.
816 *
817 * I'm going to refer to these parts as `wings'
818 * surrounding the central part common to both
819 * sets. The `s wing' is s-s2; the `s2 wing' is
820 * s2-s.
821 */
822 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
823 TRUE);
824 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
825 TRUE);
826 swc = bitcount16(swing);
827 s2wc = bitcount16(s2wing);
828
829 /*
830 * If one set has more mines than the other, and
831 * the number of extra mines is equal to the
832 * cardinality of that set's wing, then we can mark
833 * every square in the wing as a known mine, and
834 * every square in the other wing as known clear.
835 */
836 if (swc == s->mines - s2->mines ||
837 s2wc == s2->mines - s->mines) {
838 known_squares(w, h, std, grid, open, ctx,
839 s->x, s->y, swing,
840 (swc == s->mines - s2->mines));
841 known_squares(w, h, std, grid, open, ctx,
842 s2->x, s2->y, s2wing,
843 (s2wc == s2->mines - s->mines));
844 continue;
845 }
846
847 /*
848 * Failing that, see if one set is a subset of the
849 * other. If so, we can divide up the mine count of
850 * the larger set between the smaller set and its
851 * complement, even if neither smaller set ends up
852 * being immediately clearable.
853 */
854 if (swc == 0 && s2wc != 0) {
855 /* s is a subset of s2. */
856 assert(s2->mines > s->mines);
857 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
858 } else if (s2wc == 0 && swc != 0) {
859 /* s2 is a subset of s. */
860 assert(s->mines > s2->mines);
861 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
862 }
863 }
864
865 sfree(list);
866
867 /*
868 * In this situation we have definitely done
869 * _something_, even if it's only reducing the size of
870 * our to-do list.
871 */
872 done_something = TRUE;
873 } else if (n >= 0) {
874 /*
875 * We have nothing left on our todo list, which means
876 * all localised deductions have failed. Our next step
877 * is to resort to global deduction based on the total
878 * mine count. This is computationally expensive
879 * compared to any of the above deductions, which is
880 * why we only ever do it when all else fails, so that
881 * hopefully it won't have to happen too often.
882 *
883 * If you pass n<0 into this solver, that informs it
884 * that you do not know the total mine count, so it
885 * won't even attempt these deductions.
886 */
887
888 int minesleft, squaresleft;
889 int nsets, setused[10], cursor;
890
891 /*
892 * Start by scanning the current grid state to work out
893 * how many unknown squares we still have, and how many
894 * mines are to be placed in them.
895 */
896 squaresleft = 0;
897 minesleft = n;
898 for (i = 0; i < w*h; i++) {
899 if (grid[i] == -1)
900 minesleft--;
901 else if (grid[i] == -2)
902 squaresleft++;
903 }
904
905 #ifdef SOLVER_DIAGNOSTICS
906 printf("global deduction time: squaresleft=%d minesleft=%d\n",
907 squaresleft, minesleft);
908 for (y = 0; y < h; y++) {
909 for (x = 0; x < w; x++) {
910 int v = grid[y*w+x];
911 if (v == -1)
912 putchar('*');
913 else if (v == -2)
914 putchar('?');
915 else if (v == 0)
916 putchar('-');
917 else
918 putchar('0' + v);
919 }
920 putchar('\n');
921 }
922 #endif
923
924 /*
925 * If there _are_ no unknown squares, we have actually
926 * finished.
927 */
928 if (squaresleft == 0) {
929 assert(minesleft == 0);
930 break;
931 }
932
933 /*
934 * First really simple case: if there are no more mines
935 * left, or if there are exactly as many mines left as
936 * squares to play them in, then it's all easy.
937 */
938 if (minesleft == 0 || minesleft == squaresleft) {
939 for (i = 0; i < w*h; i++)
940 if (grid[i] == -2)
941 known_squares(w, h, std, grid, open, ctx,
942 i % w, i / w, 1, minesleft != 0);
943 continue; /* now go back to main deductive loop */
944 }
945
946 /*
947 * Failing that, we have to do some _real_ work.
948 * Ideally what we do here is to try every single
949 * combination of the currently available sets, in an
950 * attempt to find a disjoint union (i.e. a set of
951 * squares with a known mine count between them) such
952 * that the remaining unknown squares _not_ contained
953 * in that union either contain no mines or are all
954 * mines.
955 *
956 * Actually enumerating all 2^n possibilities will get
957 * a bit slow for large n, so I artificially cap this
958 * recursion at n=10 to avoid too much pain.
959 */
960 nsets = count234(ss->sets);
961 if (nsets <= lenof(setused)) {
962 /*
963 * Doing this with actual recursive function calls
964 * would get fiddly because a load of local
965 * variables from this function would have to be
966 * passed down through the recursion. So instead
967 * I'm going to use a virtual recursion within this
968 * function. The way this works is:
969 *
970 * - we have an array `setused', such that
971 * setused[n] is 0 or 1 depending on whether set
972 * n is currently in the union we are
973 * considering.
974 *
975 * - we have a value `cursor' which indicates how
976 * much of `setused' we have so far filled in.
977 * It's conceptually the recursion depth.
978 *
979 * We begin by setting `cursor' to zero. Then:
980 *
981 * - if cursor can advance, we advance it by one.
982 * We set the value in `setused' that it went
983 * past to 1 if that set is disjoint from
984 * anything else currently in `setused', or to 0
985 * otherwise.
986 *
987 * - If cursor cannot advance because it has
988 * reached the end of the setused list, then we
989 * have a maximal disjoint union. Check to see
990 * whether its mine count has any useful
991 * properties. If so, mark all the squares not
992 * in the union as known and terminate.
993 *
994 * - If cursor has reached the end of setused and
995 * the algorithm _hasn't_ terminated, back
996 * cursor up to the nearest 1, turn it into a 0
997 * and advance cursor just past it.
998 *
999 * - If we attempt to back up to the nearest 1 and
1000 * there isn't one at all, then we have gone
1001 * through all disjoint unions of sets in the
1002 * list and none of them has been helpful, so we
1003 * give up.
1004 */
1005 struct set *sets[lenof(setused)];
1006 for (i = 0; i < nsets; i++)
1007 sets[i] = index234(ss->sets, i);
1008
1009 cursor = 0;
1010 while (1) {
1011
1012 if (cursor < nsets) {
1013 int ok = TRUE;
1014
1015 /* See if any existing set overlaps this one. */
1016 for (i = 0; i < cursor; i++)
1017 if (setused[i] &&
1018 setmunge(sets[cursor]->x,
1019 sets[cursor]->y,
1020 sets[cursor]->mask,
1021 sets[i]->x, sets[i]->y, sets[i]->mask,
1022 FALSE)) {
1023 ok = FALSE;
1024 break;
1025 }
1026
1027 if (ok) {
1028 /*
1029 * We're adding this set to our union,
1030 * so adjust minesleft and squaresleft
1031 * appropriately.
1032 */
1033 minesleft -= sets[cursor]->mines;
1034 squaresleft -= bitcount16(sets[cursor]->mask);
1035 }
1036
1037 setused[cursor++] = ok;
1038 } else {
1039 #ifdef SOLVER_DIAGNOSTICS
1040 printf("trying a set combination with %d %d\n",
1041 squaresleft, minesleft);
1042 #endif /* SOLVER_DIAGNOSTICS */
1043
1044 /*
1045 * We've reached the end. See if we've got
1046 * anything interesting.
1047 */
1048 if (squaresleft > 0 &&
1049 (minesleft == 0 || minesleft == squaresleft)) {
1050 /*
1051 * We have! There is at least one
1052 * square not contained within the set
1053 * union we've just found, and we can
1054 * deduce that either all such squares
1055 * are mines or all are not (depending
1056 * on whether minesleft==0). So now all
1057 * we have to do is actually go through
1058 * the grid, find those squares, and
1059 * mark them.
1060 */
1061 for (i = 0; i < w*h; i++)
1062 if (grid[i] == -2) {
1063 int outside = TRUE;
1064 y = i / w;
1065 x = i % w;
1066 for (j = 0; j < nsets; j++)
1067 if (setused[j] &&
1068 setmunge(sets[j]->x, sets[j]->y,
1069 sets[j]->mask, x, y, 1,
1070 FALSE)) {
1071 outside = FALSE;
1072 break;
1073 }
1074 if (outside)
1075 known_squares(w, h, std, grid,
1076 open, ctx,
1077 x, y, 1, minesleft != 0);
1078 }
1079
1080 done_something = TRUE;
1081 break; /* return to main deductive loop */
1082 }
1083
1084 /*
1085 * If we reach here, then this union hasn't
1086 * done us any good, so move on to the
1087 * next. Backtrack cursor to the nearest 1,
1088 * change it to a 0 and continue.
1089 */
1090 while (--cursor >= 0 && !setused[cursor]);
1091 if (cursor >= 0) {
1092 assert(setused[cursor]);
1093
1094 /*
1095 * We're removing this set from our
1096 * union, so re-increment minesleft and
1097 * squaresleft.
1098 */
1099 minesleft += sets[cursor]->mines;
1100 squaresleft += bitcount16(sets[cursor]->mask);
1101
1102 setused[cursor++] = 0;
1103 } else {
1104 /*
1105 * We've backtracked all the way to the
1106 * start without finding a single 1,
1107 * which means that our virtual
1108 * recursion is complete and nothing
1109 * helped.
1110 */
1111 break;
1112 }
1113 }
1114
1115 }
1116
1117 }
1118 }
1119
1120 if (done_something)
1121 continue;
1122
1123 #ifdef SOLVER_DIAGNOSTICS
1124 /*
1125 * Dump the current known state of the grid.
1126 */
1127 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1128 for (y = 0; y < h; y++) {
1129 for (x = 0; x < w; x++) {
1130 int v = grid[y*w+x];
1131 if (v == -1)
1132 putchar('*');
1133 else if (v == -2)
1134 putchar('?');
1135 else if (v == 0)
1136 putchar('-');
1137 else
1138 putchar('0' + v);
1139 }
1140 putchar('\n');
1141 }
1142
1143 {
1144 struct set *s;
1145
1146 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1147 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1148 }
1149 #endif
1150
1151 /*
1152 * Now we really are at our wits' end as far as solving
1153 * this grid goes. Our only remaining option is to call
1154 * a perturb function and ask it to modify the grid to
1155 * make it easier.
1156 */
1157 if (perturb) {
1158 struct perturbations *ret;
1159 struct set *s;
1160
1161 nperturbs++;
1162
1163 /*
1164 * Choose a set at random from the current selection,
1165 * and ask the perturb function to either fill or empty
1166 * it.
1167 *
1168 * If we have no sets at all, we must give up.
1169 */
1170 if (count234(ss->sets) == 0) {
1171 #ifdef SOLVER_DIAGNOSTICS
1172 printf("perturbing on entire unknown set\n");
1173 #endif
1174 ret = perturb(ctx, grid, 0, 0, 0);
1175 } else {
1176 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1177 #ifdef SOLVER_DIAGNOSTICS
1178 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1179 #endif
1180 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1181 }
1182
1183 if (ret) {
1184 assert(ret->n > 0); /* otherwise should have been NULL */
1185
1186 /*
1187 * A number of squares have been fiddled with, and
1188 * the returned structure tells us which. Adjust
1189 * the mine count in any set which overlaps one of
1190 * those squares, and put them back on the to-do
1191 * list. Also, if the square itself is marked as a
1192 * known non-mine, put it back on the squares-to-do
1193 * list.
1194 */
1195 for (i = 0; i < ret->n; i++) {
1196 #ifdef SOLVER_DIAGNOSTICS
1197 printf("perturbation %s mine at %d,%d\n",
1198 ret->changes[i].delta > 0 ? "added" : "removed",
1199 ret->changes[i].x, ret->changes[i].y);
1200 #endif
1201
1202 if (ret->changes[i].delta < 0 &&
1203 grid[ret->changes[i].y*w+ret->changes[i].x] != -2) {
1204 std_add(std, ret->changes[i].y*w+ret->changes[i].x);
1205 }
1206
1207 list = ss_overlap(ss,
1208 ret->changes[i].x, ret->changes[i].y, 1);
1209
1210 for (j = 0; list[j]; j++) {
1211 list[j]->mines += ret->changes[i].delta;
1212 ss_add_todo(ss, list[j]);
1213 }
1214
1215 sfree(list);
1216 }
1217
1218 /*
1219 * Now free the returned data.
1220 */
1221 sfree(ret->changes);
1222 sfree(ret);
1223
1224 #ifdef SOLVER_DIAGNOSTICS
1225 /*
1226 * Dump the current known state of the grid.
1227 */
1228 printf("state after perturbation:\n");
1229 for (y = 0; y < h; y++) {
1230 for (x = 0; x < w; x++) {
1231 int v = grid[y*w+x];
1232 if (v == -1)
1233 putchar('*');
1234 else if (v == -2)
1235 putchar('?');
1236 else if (v == 0)
1237 putchar('-');
1238 else
1239 putchar('0' + v);
1240 }
1241 putchar('\n');
1242 }
1243
1244 {
1245 struct set *s;
1246
1247 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1248 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1249 }
1250 #endif
1251
1252 /*
1253 * And now we can go back round the deductive loop.
1254 */
1255 continue;
1256 }
1257 }
1258
1259 /*
1260 * If we get here, even that didn't work (either we didn't
1261 * have a perturb function or it returned failure), so we
1262 * give up entirely.
1263 */
1264 break;
1265 }
1266
1267 /*
1268 * See if we've got any unknown squares left.
1269 */
1270 for (y = 0; y < h; y++)
1271 for (x = 0; x < w; x++)
1272 if (grid[y*w+x] == -2) {
1273 nperturbs = -1; /* failed to complete */
1274 break;
1275 }
1276
1277 /*
1278 * Free the set list and square-todo list.
1279 */
1280 {
1281 struct set *s;
1282 while ((s = delpos234(ss->sets, 0)) != NULL)
1283 sfree(s);
1284 freetree234(ss->sets);
1285 sfree(ss);
1286 sfree(std->next);
1287 }
1288
1289 return nperturbs;
1290 }
1291
1292 /* ----------------------------------------------------------------------
1293 * Grid generator which uses the above solver.
1294 */
1295
1296 struct minectx {
1297 char *grid;
1298 int w, h;
1299 int sx, sy;
1300 int allow_big_perturbs;
1301 random_state *rs;
1302 };
1303
1304 static int mineopen(void *vctx, int x, int y)
1305 {
1306 struct minectx *ctx = (struct minectx *)vctx;
1307 int i, j, n;
1308
1309 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1310 if (ctx->grid[y * ctx->w + x])
1311 return -1; /* *bang* */
1312
1313 n = 0;
1314 for (i = -1; i <= +1; i++) {
1315 if (x + i < 0 || x + i >= ctx->w)
1316 continue;
1317 for (j = -1; j <= +1; j++) {
1318 if (y + j < 0 || y + j >= ctx->h)
1319 continue;
1320 if (i == 0 && j == 0)
1321 continue;
1322 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1323 n++;
1324 }
1325 }
1326
1327 return n;
1328 }
1329
1330 /* Structure used internally to mineperturb(). */
1331 struct square {
1332 int x, y, type, random;
1333 };
1334 static int squarecmp(const void *av, const void *bv)
1335 {
1336 const struct square *a = (const struct square *)av;
1337 const struct square *b = (const struct square *)bv;
1338 if (a->type < b->type)
1339 return -1;
1340 else if (a->type > b->type)
1341 return +1;
1342 else if (a->random < b->random)
1343 return -1;
1344 else if (a->random > b->random)
1345 return +1;
1346 else if (a->y < b->y)
1347 return -1;
1348 else if (a->y > b->y)
1349 return +1;
1350 else if (a->x < b->x)
1351 return -1;
1352 else if (a->x > b->x)
1353 return +1;
1354 return 0;
1355 }
1356
1357 /*
1358 * Normally this function is passed an (x,y,mask) set description.
1359 * On occasions, though, there is no _localised_ set being used,
1360 * and the set being perturbed is supposed to be the entirety of
1361 * the unreachable area. This is signified by the special case
1362 * mask==0: in this case, anything labelled -2 in the grid is part
1363 * of the set.
1364 *
1365 * Allowing perturbation in this special case appears to make it
1366 * guaranteeably possible to generate a workable grid for any mine
1367 * density, but they tend to be a bit boring, with mines packed
1368 * densely into far corners of the grid and the remainder being
1369 * less dense than one might like. Therefore, to improve overall
1370 * grid quality I disable this feature for the first few attempts,
1371 * and fall back to it after no useful grid has been generated.
1372 */
1373 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1374 int setx, int sety, int mask)
1375 {
1376 struct minectx *ctx = (struct minectx *)vctx;
1377 struct square *sqlist;
1378 int x, y, dx, dy, i, n, nfull, nempty;
1379 struct square **tofill, **toempty, **todo;
1380 int ntofill, ntoempty, ntodo, dtodo, dset;
1381 struct perturbations *ret;
1382 int *setlist;
1383
1384 if (!mask && !ctx->allow_big_perturbs)
1385 return NULL;
1386
1387 /*
1388 * Make a list of all the squares in the grid which we can
1389 * possibly use. This list should be in preference order, which
1390 * means
1391 *
1392 * - first, unknown squares on the boundary of known space
1393 * - next, unknown squares beyond that boundary
1394 * - as a very last resort, known squares, but not within one
1395 * square of the starting position.
1396 *
1397 * Each of these sections needs to be shuffled independently.
1398 * We do this by preparing list of all squares and then sorting
1399 * it with a random secondary key.
1400 */
1401 sqlist = snewn(ctx->w * ctx->h, struct square);
1402 n = 0;
1403 for (y = 0; y < ctx->h; y++)
1404 for (x = 0; x < ctx->w; x++) {
1405 /*
1406 * If this square is too near the starting position,
1407 * don't put it on the list at all.
1408 */
1409 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1410 continue;
1411
1412 /*
1413 * If this square is in the input set, also don't put
1414 * it on the list!
1415 */
1416 if ((mask == 0 && grid[y*ctx->w+x] == -2) ||
1417 (x >= setx && x < setx + 3 &&
1418 y >= sety && y < sety + 3 &&
1419 mask & (1 << ((y-sety)*3+(x-setx)))))
1420 continue;
1421
1422 sqlist[n].x = x;
1423 sqlist[n].y = y;
1424
1425 if (grid[y*ctx->w+x] != -2) {
1426 sqlist[n].type = 3; /* known square */
1427 } else {
1428 /*
1429 * Unknown square. Examine everything around it and
1430 * see if it borders on any known squares. If it
1431 * does, it's class 1, otherwise it's 2.
1432 */
1433
1434 sqlist[n].type = 2;
1435
1436 for (dy = -1; dy <= +1; dy++)
1437 for (dx = -1; dx <= +1; dx++)
1438 if (x+dx >= 0 && x+dx < ctx->w &&
1439 y+dy >= 0 && y+dy < ctx->h &&
1440 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1441 sqlist[n].type = 1;
1442 break;
1443 }
1444 }
1445
1446 /*
1447 * Finally, a random number to cause qsort to
1448 * shuffle within each group.
1449 */
1450 sqlist[n].random = random_bits(ctx->rs, 31);
1451
1452 n++;
1453 }
1454
1455 qsort(sqlist, n, sizeof(struct square), squarecmp);
1456
1457 /*
1458 * Now count up the number of full and empty squares in the set
1459 * we've been provided.
1460 */
1461 nfull = nempty = 0;
1462 if (mask) {
1463 for (dy = 0; dy < 3; dy++)
1464 for (dx = 0; dx < 3; dx++)
1465 if (mask & (1 << (dy*3+dx))) {
1466 assert(setx+dx <= ctx->w);
1467 assert(sety+dy <= ctx->h);
1468 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1469 nfull++;
1470 else
1471 nempty++;
1472 }
1473 } else {
1474 for (y = 0; y < ctx->h; y++)
1475 for (x = 0; x < ctx->w; x++)
1476 if (grid[y*ctx->w+x] == -2) {
1477 if (ctx->grid[y*ctx->w+x])
1478 nfull++;
1479 else
1480 nempty++;
1481 }
1482 }
1483
1484 /*
1485 * Now go through our sorted list until we find either `nfull'
1486 * empty squares, or `nempty' full squares; these will be
1487 * swapped with the appropriate squares in the set to either
1488 * fill or empty the set while keeping the same number of mines
1489 * overall.
1490 */
1491 ntofill = ntoempty = 0;
1492 if (mask) {
1493 tofill = snewn(9, struct square *);
1494 toempty = snewn(9, struct square *);
1495 } else {
1496 tofill = snewn(ctx->w * ctx->h, struct square *);
1497 toempty = snewn(ctx->w * ctx->h, struct square *);
1498 }
1499 for (i = 0; i < n; i++) {
1500 struct square *sq = &sqlist[i];
1501 if (ctx->grid[sq->y * ctx->w + sq->x])
1502 toempty[ntoempty++] = sq;
1503 else
1504 tofill[ntofill++] = sq;
1505 if (ntofill == nfull || ntoempty == nempty)
1506 break;
1507 }
1508
1509 /*
1510 * If we haven't found enough empty squares outside the set to
1511 * empty it into _or_ enough full squares outside it to fill it
1512 * up with, we'll have to settle for doing only a partial job.
1513 * In this case we choose to always _fill_ the set (because
1514 * this case will tend to crop up when we're working with very
1515 * high mine densities and the only way to get a solvable grid
1516 * is going to be to pack most of the mines solidly around the
1517 * edges). So now our job is to make a list of the empty
1518 * squares in the set, and shuffle that list so that we fill a
1519 * random selection of them.
1520 */
1521 if (ntofill != nfull && ntoempty != nempty) {
1522 int k;
1523
1524 assert(ntoempty != 0);
1525
1526 setlist = snewn(ctx->w * ctx->h, int);
1527 i = 0;
1528 if (mask) {
1529 for (dy = 0; dy < 3; dy++)
1530 for (dx = 0; dx < 3; dx++)
1531 if (mask & (1 << (dy*3+dx))) {
1532 assert(setx+dx <= ctx->w);
1533 assert(sety+dy <= ctx->h);
1534 if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1535 setlist[i++] = (sety+dy)*ctx->w+(setx+dx);
1536 }
1537 } else {
1538 for (y = 0; y < ctx->h; y++)
1539 for (x = 0; x < ctx->w; x++)
1540 if (grid[y*ctx->w+x] == -2) {
1541 if (!ctx->grid[y*ctx->w+x])
1542 setlist[i++] = y*ctx->w+x;
1543 }
1544 }
1545 assert(i > ntoempty);
1546 /*
1547 * Now pick `ntoempty' items at random from the list.
1548 */
1549 for (k = 0; k < ntoempty; k++) {
1550 int index = k + random_upto(ctx->rs, i - k);
1551 int tmp;
1552
1553 tmp = setlist[k];
1554 setlist[k] = setlist[index];
1555 setlist[index] = tmp;
1556 }
1557 } else
1558 setlist = NULL;
1559
1560 /*
1561 * Now we're pretty much there. We need to either
1562 * (a) put a mine in each of the empty squares in the set, and
1563 * take one out of each square in `toempty'
1564 * (b) take a mine out of each of the full squares in the set,
1565 * and put one in each square in `tofill'
1566 * depending on which one we've found enough squares to do.
1567 *
1568 * So we start by constructing our list of changes to return to
1569 * the solver, so that it can update its data structures
1570 * efficiently rather than having to rescan the whole grid.
1571 */
1572 ret = snew(struct perturbations);
1573 if (ntofill == nfull) {
1574 todo = tofill;
1575 ntodo = ntofill;
1576 dtodo = +1;
1577 dset = -1;
1578 sfree(toempty);
1579 } else {
1580 /*
1581 * (We also fall into this case if we've constructed a
1582 * setlist.)
1583 */
1584 todo = toempty;
1585 ntodo = ntoempty;
1586 dtodo = -1;
1587 dset = +1;
1588 sfree(tofill);
1589 }
1590 ret->n = 2 * ntodo;
1591 ret->changes = snewn(ret->n, struct perturbation);
1592 for (i = 0; i < ntodo; i++) {
1593 ret->changes[i].x = todo[i]->x;
1594 ret->changes[i].y = todo[i]->y;
1595 ret->changes[i].delta = dtodo;
1596 }
1597 /* now i == ntodo */
1598 if (setlist) {
1599 int j;
1600 assert(todo == toempty);
1601 for (j = 0; j < ntoempty; j++) {
1602 ret->changes[i].x = setlist[j] % ctx->w;
1603 ret->changes[i].y = setlist[j] / ctx->w;
1604 ret->changes[i].delta = dset;
1605 i++;
1606 }
1607 sfree(setlist);
1608 } else if (mask) {
1609 for (dy = 0; dy < 3; dy++)
1610 for (dx = 0; dx < 3; dx++)
1611 if (mask & (1 << (dy*3+dx))) {
1612 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1613 if (dset == -currval) {
1614 ret->changes[i].x = setx + dx;
1615 ret->changes[i].y = sety + dy;
1616 ret->changes[i].delta = dset;
1617 i++;
1618 }
1619 }
1620 } else {
1621 for (y = 0; y < ctx->h; y++)
1622 for (x = 0; x < ctx->w; x++)
1623 if (grid[y*ctx->w+x] == -2) {
1624 int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1);
1625 if (dset == -currval) {
1626 ret->changes[i].x = x;
1627 ret->changes[i].y = y;
1628 ret->changes[i].delta = dset;
1629 i++;
1630 }
1631 }
1632 }
1633 assert(i == ret->n);
1634
1635 sfree(sqlist);
1636 sfree(todo);
1637
1638 /*
1639 * Having set up the precise list of changes we're going to
1640 * make, we now simply make them and return.
1641 */
1642 for (i = 0; i < ret->n; i++) {
1643 int delta;
1644
1645 x = ret->changes[i].x;
1646 y = ret->changes[i].y;
1647 delta = ret->changes[i].delta;
1648
1649 /*
1650 * Check we're not trying to add an existing mine or remove
1651 * an absent one.
1652 */
1653 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1654
1655 /*
1656 * Actually make the change.
1657 */
1658 ctx->grid[y*ctx->w+x] = (delta > 0);
1659
1660 /*
1661 * Update any numbers already present in the grid.
1662 */
1663 for (dy = -1; dy <= +1; dy++)
1664 for (dx = -1; dx <= +1; dx++)
1665 if (x+dx >= 0 && x+dx < ctx->w &&
1666 y+dy >= 0 && y+dy < ctx->h &&
1667 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1668 if (dx == 0 && dy == 0) {
1669 /*
1670 * The square itself is marked as known in
1671 * the grid. Mark it as a mine if it's a
1672 * mine, or else work out its number.
1673 */
1674 if (delta > 0) {
1675 grid[y*ctx->w+x] = -1;
1676 } else {
1677 int dx2, dy2, minecount = 0;
1678 for (dy2 = -1; dy2 <= +1; dy2++)
1679 for (dx2 = -1; dx2 <= +1; dx2++)
1680 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1681 y+dy2 >= 0 && y+dy2 < ctx->h &&
1682 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1683 minecount++;
1684 grid[y*ctx->w+x] = minecount;
1685 }
1686 } else {
1687 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1688 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1689 }
1690 }
1691 }
1692
1693 #ifdef GENERATION_DIAGNOSTICS
1694 {
1695 int yy, xx;
1696 printf("grid after perturbing:\n");
1697 for (yy = 0; yy < ctx->h; yy++) {
1698 for (xx = 0; xx < ctx->w; xx++) {
1699 int v = ctx->grid[yy*ctx->w+xx];
1700 if (yy == ctx->sy && xx == ctx->sx) {
1701 assert(!v);
1702 putchar('S');
1703 } else if (v) {
1704 putchar('*');
1705 } else {
1706 putchar('-');
1707 }
1708 }
1709 putchar('\n');
1710 }
1711 printf("\n");
1712 }
1713 #endif
1714
1715 return ret;
1716 }
1717
1718 static char *minegen(int w, int h, int n, int x, int y, int unique,
1719 random_state *rs)
1720 {
1721 char *ret = snewn(w*h, char);
1722 int success;
1723 int ntries = 0;
1724
1725 do {
1726 success = FALSE;
1727 ntries++;
1728
1729 memset(ret, 0, w*h);
1730
1731 /*
1732 * Start by placing n mines, none of which is at x,y or within
1733 * one square of it.
1734 */
1735 {
1736 int *tmp = snewn(w*h, int);
1737 int i, j, k, nn;
1738
1739 /*
1740 * Write down the list of possible mine locations.
1741 */
1742 k = 0;
1743 for (i = 0; i < h; i++)
1744 for (j = 0; j < w; j++)
1745 if (abs(i - y) > 1 || abs(j - x) > 1)
1746 tmp[k++] = i*w+j;
1747
1748 /*
1749 * Now pick n off the list at random.
1750 */
1751 nn = n;
1752 while (nn-- > 0) {
1753 i = random_upto(rs, k);
1754 ret[tmp[i]] = 1;
1755 tmp[i] = tmp[--k];
1756 }
1757
1758 sfree(tmp);
1759 }
1760
1761 #ifdef GENERATION_DIAGNOSTICS
1762 {
1763 int yy, xx;
1764 printf("grid after initial generation:\n");
1765 for (yy = 0; yy < h; yy++) {
1766 for (xx = 0; xx < w; xx++) {
1767 int v = ret[yy*w+xx];
1768 if (yy == y && xx == x) {
1769 assert(!v);
1770 putchar('S');
1771 } else if (v) {
1772 putchar('*');
1773 } else {
1774 putchar('-');
1775 }
1776 }
1777 putchar('\n');
1778 }
1779 printf("\n");
1780 }
1781 #endif
1782
1783 /*
1784 * Now set up a results grid to run the solver in, and a
1785 * context for the solver to open squares. Then run the solver
1786 * repeatedly; if the number of perturb steps ever goes up or
1787 * it ever returns -1, give up completely.
1788 *
1789 * We bypass this bit if we're not after a unique grid.
1790 */
1791 if (unique) {
1792 signed char *solvegrid = snewn(w*h, signed char);
1793 struct minectx actx, *ctx = &actx;
1794 int solveret, prevret = -2;
1795
1796 ctx->grid = ret;
1797 ctx->w = w;
1798 ctx->h = h;
1799 ctx->sx = x;
1800 ctx->sy = y;
1801 ctx->rs = rs;
1802 ctx->allow_big_perturbs = (ntries > 100);
1803
1804 while (1) {
1805 memset(solvegrid, -2, w*h);
1806 solvegrid[y*w+x] = mineopen(ctx, x, y);
1807 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1808
1809 solveret =
1810 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1811 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1812 success = FALSE;
1813 break;
1814 } else if (solveret == 0) {
1815 success = TRUE;
1816 break;
1817 }
1818 }
1819
1820 sfree(solvegrid);
1821 } else {
1822 success = TRUE;
1823 }
1824
1825 } while (!success);
1826
1827 return ret;
1828 }
1829
1830 /*
1831 * The Mines game descriptions contain the location of every mine,
1832 * and can therefore be used to cheat.
1833 *
1834 * It would be pointless to attempt to _prevent_ this form of
1835 * cheating by encrypting the description, since Mines is
1836 * open-source so anyone can find out the encryption key. However,
1837 * I think it is worth doing a bit of gentle obfuscation to prevent
1838 * _accidental_ spoilers: if you happened to note that the game ID
1839 * starts with an F, for example, you might be unable to put the
1840 * knowledge of those mines out of your mind while playing. So,
1841 * just as discussions of film endings are rot13ed to avoid
1842 * spoiling it for people who don't want to be told, we apply a
1843 * keyless, reversible, but visually completely obfuscatory masking
1844 * function to the mine bitmap.
1845 */
1846 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1847 {
1848 int bytes, firsthalf, secondhalf;
1849 struct step {
1850 unsigned char *seedstart;
1851 int seedlen;
1852 unsigned char *targetstart;
1853 int targetlen;
1854 } steps[2];
1855 int i, j;
1856
1857 /*
1858 * My obfuscation algorithm is similar in concept to the OAEP
1859 * encoding used in some forms of RSA. Here's a specification
1860 * of it:
1861 *
1862 * + We have a `masking function' which constructs a stream of
1863 * pseudorandom bytes from a seed of some number of input
1864 * bytes.
1865 *
1866 * + We pad out our input bit stream to a whole number of
1867 * bytes by adding up to 7 zero bits on the end. (In fact
1868 * the bitmap passed as input to this function will already
1869 * have had this done in practice.)
1870 *
1871 * + We divide the _byte_ stream exactly in half, rounding the
1872 * half-way position _down_. So an 81-bit input string, for
1873 * example, rounds up to 88 bits or 11 bytes, and then
1874 * dividing by two gives 5 bytes in the first half and 6 in
1875 * the second half.
1876 *
1877 * + We generate a mask from the second half of the bytes, and
1878 * XOR it over the first half.
1879 *
1880 * + We generate a mask from the (encoded) first half of the
1881 * bytes, and XOR it over the second half. Any null bits at
1882 * the end which were added as padding are cleared back to
1883 * zero even if this operation would have made them nonzero.
1884 *
1885 * To de-obfuscate, the steps are precisely the same except
1886 * that the final two are reversed.
1887 *
1888 * Finally, our masking function. Given an input seed string of
1889 * bytes, the output mask consists of concatenating the SHA-1
1890 * hashes of the seed string and successive decimal integers,
1891 * starting from 0.
1892 */
1893
1894 bytes = (bits + 7) / 8;
1895 firsthalf = bytes / 2;
1896 secondhalf = bytes - firsthalf;
1897
1898 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1899 steps[decode ? 1 : 0].seedlen = secondhalf;
1900 steps[decode ? 1 : 0].targetstart = bmp;
1901 steps[decode ? 1 : 0].targetlen = firsthalf;
1902
1903 steps[decode ? 0 : 1].seedstart = bmp;
1904 steps[decode ? 0 : 1].seedlen = firsthalf;
1905 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1906 steps[decode ? 0 : 1].targetlen = secondhalf;
1907
1908 for (i = 0; i < 2; i++) {
1909 SHA_State base, final;
1910 unsigned char digest[20];
1911 char numberbuf[80];
1912 int digestpos = 20, counter = 0;
1913
1914 SHA_Init(&base);
1915 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1916
1917 for (j = 0; j < steps[i].targetlen; j++) {
1918 if (digestpos >= 20) {
1919 sprintf(numberbuf, "%d", counter++);
1920 final = base;
1921 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1922 SHA_Final(&final, digest);
1923 digestpos = 0;
1924 }
1925 steps[i].targetstart[j] ^= digest[digestpos++];
1926 }
1927
1928 /*
1929 * Mask off the pad bits in the final byte after both steps.
1930 */
1931 if (bits % 8)
1932 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1933 }
1934 }
1935
1936 static char *describe_layout(char *grid, int area, int x, int y,
1937 int obfuscate)
1938 {
1939 char *ret, *p;
1940 unsigned char *bmp;
1941 int i;
1942
1943 /*
1944 * Set up the mine bitmap and obfuscate it.
1945 */
1946 bmp = snewn((area + 7) / 8, unsigned char);
1947 memset(bmp, 0, (area + 7) / 8);
1948 for (i = 0; i < area; i++) {
1949 if (grid[i])
1950 bmp[i / 8] |= 0x80 >> (i % 8);
1951 }
1952 if (obfuscate)
1953 obfuscate_bitmap(bmp, area, FALSE);
1954
1955 /*
1956 * Now encode the resulting bitmap in hex. We can work to
1957 * nibble rather than byte granularity, since the obfuscation
1958 * function guarantees to return a bit string of the same
1959 * length as its input.
1960 */
1961 ret = snewn((area+3)/4 + 100, char);
1962 p = ret + sprintf(ret, "%d,%d,%s", x, y,
1963 obfuscate ? "m" : ""); /* 'm' == masked */
1964 for (i = 0; i < (area+3)/4; i++) {
1965 int v = bmp[i/2];
1966 if (i % 2 == 0)
1967 v >>= 4;
1968 *p++ = "0123456789abcdef"[v & 0xF];
1969 }
1970 *p = '\0';
1971
1972 sfree(bmp);
1973
1974 return ret;
1975 }
1976
1977 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1978 random_state *rs, char **game_desc)
1979 {
1980 char *grid;
1981
1982 #ifdef TEST_OBFUSCATION
1983 static int tested_obfuscation = FALSE;
1984 if (!tested_obfuscation) {
1985 /*
1986 * A few simple test vectors for the obfuscator.
1987 *
1988 * First test: the 28-bit stream 1234567. This divides up
1989 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1990 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1991 * we XOR the 16-bit string 15CE into the input 1234 to get
1992 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1993 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1994 * 12-bit string 337 into the input 567 to get 650. Thus
1995 * our output is 07FA650.
1996 */
1997 {
1998 unsigned char bmp1[] = "\x12\x34\x56\x70";
1999 obfuscate_bitmap(bmp1, 28, FALSE);
2000 printf("test 1 encode: %s\n",
2001 memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
2002 obfuscate_bitmap(bmp1, 28, TRUE);
2003 printf("test 1 decode: %s\n",
2004 memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
2005 }
2006 /*
2007 * Second test: a long string to make sure we switch from
2008 * one SHA to the next correctly. My input string this time
2009 * is simply fifty bytes of zeroes.
2010 */
2011 {
2012 unsigned char bmp2[50];
2013 unsigned char bmp2a[50];
2014 memset(bmp2, 0, 50);
2015 memset(bmp2a, 0, 50);
2016 obfuscate_bitmap(bmp2, 50 * 8, FALSE);
2017 /*
2018 * SHA of twenty-five zero bytes plus "0" is
2019 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
2020 * twenty-five zero bytes plus "1" is
2021 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
2022 * first half becomes
2023 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
2024 *
2025 * SHA of that lot plus "0" is
2026 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
2027 * same string plus "1" is
2028 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
2029 * second half becomes
2030 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
2031 */
2032 printf("test 2 encode: %s\n",
2033 memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
2034 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
2035 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
2036 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
2037 "\xd8\xdf\x78", 50) ? "failed" : "passed");
2038 obfuscate_bitmap(bmp2, 50 * 8, TRUE);
2039 printf("test 2 decode: %s\n",
2040 memcmp(bmp2, bmp2a, 50) ? "failed" : "passed");
2041 }
2042 }
2043 #endif
2044
2045 grid = minegen(w, h, n, x, y, unique, rs);
2046
2047 if (game_desc)
2048 *game_desc = describe_layout(grid, w * h, x, y, TRUE);
2049
2050 return grid;
2051 }
2052
2053 static char *new_game_desc(game_params *params, random_state *rs,
2054 game_aux_info **aux, int interactive)
2055 {
2056 /*
2057 * We generate the coordinates of an initial click even if they
2058 * aren't actually used. This has the effect of harmonising the
2059 * random number usage between interactive and batch use: if
2060 * you use `mines --generate' with an explicit random seed, you
2061 * should get exactly the same results as if you type the same
2062 * random seed into the interactive game and click in the same
2063 * initial location. (Of course you won't get the same grid if
2064 * you click in a _different_ initial location, but there's
2065 * nothing to be done about that.)
2066 */
2067 int x = random_upto(rs, params->w);
2068 int y = random_upto(rs, params->h);
2069
2070 if (!interactive) {
2071 /*
2072 * For batch-generated grids, pre-open one square.
2073 */
2074 char *grid;
2075 char *desc;
2076
2077 grid = new_mine_layout(params->w, params->h, params->n,
2078 x, y, params->unique, rs, &desc);
2079 sfree(grid);
2080 return desc;
2081 } else {
2082 char *rsdesc, *desc;
2083
2084 rsdesc = random_state_encode(rs);
2085 desc = snewn(strlen(rsdesc) + 100, char);
2086 sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc);
2087 sfree(rsdesc);
2088 return desc;
2089 }
2090 }
2091
2092 static void game_free_aux_info(game_aux_info *aux)
2093 {
2094 assert(!"Shouldn't happen");
2095 }
2096
2097 static char *validate_desc(game_params *params, char *desc)
2098 {
2099 int wh = params->w * params->h;
2100 int x, y;
2101
2102 if (*desc == 'r') {
2103 if (!*desc || !isdigit((unsigned char)*desc))
2104 return "No initial mine count in game description";
2105 while (*desc && isdigit((unsigned char)*desc))
2106 desc++; /* skip over mine count */
2107 if (*desc != ',')
2108 return "No ',' after initial x-coordinate in game description";
2109 desc++;
2110 if (*desc != 'u' && *desc != 'a')
2111 return "No uniqueness specifier in game description";
2112 desc++;
2113 if (*desc != ',')
2114 return "No ',' after uniqueness specifier in game description";
2115 /* now ignore the rest */
2116 } else {
2117 if (!*desc || !isdigit((unsigned char)*desc))
2118 return "No initial x-coordinate in game description";
2119 x = atoi(desc);
2120 if (x < 0 || x >= params->w)
2121 return "Initial x-coordinate was out of range";
2122 while (*desc && isdigit((unsigned char)*desc))
2123 desc++; /* skip over x coordinate */
2124 if (*desc != ',')
2125 return "No ',' after initial x-coordinate in game description";
2126 desc++; /* eat comma */
2127 if (!*desc || !isdigit((unsigned char)*desc))
2128 return "No initial y-coordinate in game description";
2129 y = atoi(desc);
2130 if (y < 0 || y >= params->h)
2131 return "Initial y-coordinate was out of range";
2132 while (*desc && isdigit((unsigned char)*desc))
2133 desc++; /* skip over y coordinate */
2134 if (*desc != ',')
2135 return "No ',' after initial y-coordinate in game description";
2136 desc++; /* eat comma */
2137 /* eat `m', meaning `masked', if present */
2138 if (*desc == 'm')
2139 desc++;
2140 /* now just check length of remainder */
2141 if (strlen(desc) != (wh+3)/4)
2142 return "Game description is wrong length";
2143 }
2144
2145 return NULL;
2146 }
2147
2148 static int open_square(game_state *state, int x, int y)
2149 {
2150 int w = state->w, h = state->h;
2151 int xx, yy, nmines, ncovered;
2152
2153 if (!state->layout->mines) {
2154 /*
2155 * We have a preliminary game in which the mine layout
2156 * hasn't been generated yet. Generate it based on the
2157 * initial click location.
2158 */
2159 char *desc;
2160 state->layout->mines = new_mine_layout(w, h, state->layout->n,
2161 x, y, state->layout->unique,
2162 state->layout->rs,
2163 &desc);
2164 midend_supersede_game_desc(state->layout->me, desc);
2165 sfree(desc);
2166 random_free(state->layout->rs);
2167 state->layout->rs = NULL;
2168 }
2169
2170 if (state->layout->mines[y*w+x]) {
2171 /*
2172 * The player has landed on a mine. Bad luck. Expose the
2173 * mine that killed them, but not the rest (in case they
2174 * want to Undo and carry on playing).
2175 */
2176 state->dead = TRUE;
2177 state->grid[y*w+x] = 65;
2178 return -1;
2179 }
2180
2181 /*
2182 * Otherwise, the player has opened a safe square. Mark it to-do.
2183 */
2184 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
2185
2186 /*
2187 * Now go through the grid finding all `todo' values and
2188 * opening them. Every time one of them turns out to have no
2189 * neighbouring mines, we add all its unopened neighbours to
2190 * the list as well.
2191 *
2192 * FIXME: We really ought to be able to do this better than
2193 * using repeated N^2 scans of the grid.
2194 */
2195 while (1) {
2196 int done_something = FALSE;
2197
2198 for (yy = 0; yy < h; yy++)
2199 for (xx = 0; xx < w; xx++)
2200 if (state->grid[yy*w+xx] == -10) {
2201 int dx, dy, v;
2202
2203 assert(!state->layout->mines[yy*w+xx]);
2204
2205 v = 0;
2206
2207 for (dx = -1; dx <= +1; dx++)
2208 for (dy = -1; dy <= +1; dy++)
2209 if (xx+dx >= 0 && xx+dx < state->w &&
2210 yy+dy >= 0 && yy+dy < state->h &&
2211 state->layout->mines[(yy+dy)*w+(xx+dx)])
2212 v++;
2213
2214 state->grid[yy*w+xx] = v;
2215
2216 if (v == 0) {
2217 for (dx = -1; dx <= +1; dx++)
2218 for (dy = -1; dy <= +1; dy++)
2219 if (xx+dx >= 0 && xx+dx < state->w &&
2220 yy+dy >= 0 && yy+dy < state->h &&
2221 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2222 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2223 }
2224
2225 done_something = TRUE;
2226 }
2227
2228 if (!done_something)
2229 break;
2230 }
2231
2232 /*
2233 * Finally, scan the grid and see if exactly as many squares
2234 * are still covered as there are mines. If so, set the `won'
2235 * flag and fill in mine markers on all covered squares.
2236 */
2237 nmines = ncovered = 0;
2238 for (yy = 0; yy < h; yy++)
2239 for (xx = 0; xx < w; xx++) {
2240 if (state->grid[yy*w+xx] < 0)
2241 ncovered++;
2242 if (state->layout->mines[yy*w+xx])
2243 nmines++;
2244 }
2245 assert(ncovered >= nmines);
2246 if (ncovered == nmines) {
2247 for (yy = 0; yy < h; yy++)
2248 for (xx = 0; xx < w; xx++) {
2249 if (state->grid[yy*w+xx] < 0)
2250 state->grid[yy*w+xx] = -1;
2251 }
2252 state->won = TRUE;
2253 }
2254
2255 return 0;
2256 }
2257
2258 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2259 {
2260 game_state *state = snew(game_state);
2261 int i, wh, x, y, ret, masked;
2262 unsigned char *bmp;
2263
2264 state->w = params->w;
2265 state->h = params->h;
2266 state->n = params->n;
2267 state->dead = state->won = FALSE;
2268 state->used_solve = state->just_used_solve = FALSE;
2269
2270 wh = state->w * state->h;
2271
2272 state->layout = snew(struct mine_layout);
2273 memset(state->layout, 0, sizeof(struct mine_layout));
2274 state->layout->refcount = 1;
2275
2276 state->grid = snewn(wh, signed char);
2277 memset(state->grid, -2, wh);
2278
2279 if (*desc == 'r') {
2280 desc++;
2281 state->layout->n = atoi(desc);
2282 while (*desc && isdigit((unsigned char)*desc))
2283 desc++; /* skip over mine count */
2284 if (*desc) desc++; /* eat comma */
2285 if (*desc == 'a')
2286 state->layout->unique = FALSE;
2287 else
2288 state->layout->unique = TRUE;
2289 desc++;
2290 if (*desc) desc++; /* eat comma */
2291
2292 state->layout->mines = NULL;
2293 state->layout->rs = random_state_decode(desc);
2294 state->layout->me = me;
2295
2296 } else {
2297 state->layout->rs = NULL;
2298 state->layout->me = NULL;
2299
2300 state->layout->mines = snewn(wh, char);
2301 x = atoi(desc);
2302 while (*desc && isdigit((unsigned char)*desc))
2303 desc++; /* skip over x coordinate */
2304 if (*desc) desc++; /* eat comma */
2305 y = atoi(desc);
2306 while (*desc && isdigit((unsigned char)*desc))
2307 desc++; /* skip over y coordinate */
2308 if (*desc) desc++; /* eat comma */
2309
2310 if (*desc == 'm') {
2311 masked = TRUE;
2312 desc++;
2313 } else {
2314 /*
2315 * We permit game IDs to be entered by hand without the
2316 * masking transformation.
2317 */
2318 masked = FALSE;
2319 }
2320
2321 bmp = snewn((wh + 7) / 8, unsigned char);
2322 memset(bmp, 0, (wh + 7) / 8);
2323 for (i = 0; i < (wh+3)/4; i++) {
2324 int c = desc[i];
2325 int v;
2326
2327 assert(c != 0); /* validate_desc should have caught */
2328 if (c >= '0' && c <= '9')
2329 v = c - '0';
2330 else if (c >= 'a' && c <= 'f')
2331 v = c - 'a' + 10;
2332 else if (c >= 'A' && c <= 'F')
2333 v = c - 'A' + 10;
2334 else
2335 v = 0;
2336
2337 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2338 }
2339
2340 if (masked)
2341 obfuscate_bitmap(bmp, wh, TRUE);
2342
2343 memset(state->layout->mines, 0, wh);
2344 for (i = 0; i < wh; i++) {
2345 if (bmp[i / 8] & (0x80 >> (i % 8)))
2346 state->layout->mines[i] = 1;
2347 }
2348
2349 ret = open_square(state, x, y);
2350 sfree(bmp);
2351 }
2352
2353 return state;
2354 }
2355
2356 static game_state *dup_game(game_state *state)
2357 {
2358 game_state *ret = snew(game_state);
2359
2360 ret->w = state->w;
2361 ret->h = state->h;
2362 ret->n = state->n;
2363 ret->dead = state->dead;
2364 ret->won = state->won;
2365 ret->used_solve = state->used_solve;
2366 ret->just_used_solve = state->just_used_solve;
2367 ret->layout = state->layout;
2368 ret->layout->refcount++;
2369 ret->grid = snewn(ret->w * ret->h, signed char);
2370 memcpy(ret->grid, state->grid, ret->w * ret->h);
2371
2372 return ret;
2373 }
2374
2375 static void free_game(game_state *state)
2376 {
2377 if (--state->layout->refcount <= 0) {
2378 sfree(state->layout->mines);
2379 if (state->layout->rs)
2380 random_free(state->layout->rs);
2381 sfree(state->layout);
2382 }
2383 sfree(state->grid);
2384 sfree(state);
2385 }
2386
2387 static game_state *solve_game(game_state *state, game_aux_info *aux,
2388 char **error)
2389 {
2390 /*
2391 * Simply expose the entire grid as if it were a completed
2392 * solution.
2393 */
2394 game_state *ret;
2395 int yy, xx;
2396
2397 if (!state->layout->mines) {
2398 *error = "Game has not been started yet";
2399 return NULL;
2400 }
2401
2402 ret = dup_game(state);
2403 for (yy = 0; yy < ret->h; yy++)
2404 for (xx = 0; xx < ret->w; xx++) {
2405
2406 if (ret->layout->mines[yy*ret->w+xx]) {
2407 ret->grid[yy*ret->w+xx] = -1;
2408 } else {
2409 int dx, dy, v;
2410
2411 v = 0;
2412
2413 for (dx = -1; dx <= +1; dx++)
2414 for (dy = -1; dy <= +1; dy++)
2415 if (xx+dx >= 0 && xx+dx < ret->w &&
2416 yy+dy >= 0 && yy+dy < ret->h &&
2417 ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
2418 v++;
2419
2420 ret->grid[yy*ret->w+xx] = v;
2421 }
2422 }
2423 ret->used_solve = ret->just_used_solve = TRUE;
2424 ret->won = TRUE;
2425
2426 return ret;
2427 }
2428
2429 static char *game_text_format(game_state *state)
2430 {
2431 char *ret;
2432 int x, y;
2433
2434 ret = snewn((state->w + 1) * state->h + 1, char);
2435 for (y = 0; y < state->h; y++) {
2436 for (x = 0; x < state->w; x++) {
2437 int v = state->grid[y*state->w+x];
2438 if (v == 0)
2439 v = '-';
2440 else if (v >= 1 && v <= 8)
2441 v = '0' + v;
2442 else if (v == -1)
2443 v = '*';
2444 else if (v == -2 || v == -3)
2445 v = '?';
2446 else if (v >= 64)
2447 v = '!';
2448 ret[y * (state->w+1) + x] = v;
2449 }
2450 ret[y * (state->w+1) + state->w] = '\n';
2451 }
2452 ret[(state->w + 1) * state->h] = '\0';
2453
2454 return ret;
2455 }
2456
2457 struct game_ui {
2458 int hx, hy, hradius; /* for mouse-down highlights */
2459 int flash_is_death;
2460 int deaths;
2461 };
2462
2463 static game_ui *new_ui(game_state *state)
2464 {
2465 game_ui *ui = snew(game_ui);
2466 ui->hx = ui->hy = -1;
2467 ui->hradius = 0;
2468 ui->deaths = 0;
2469 ui->flash_is_death = FALSE; /* *shrug* */
2470 return ui;
2471 }
2472
2473 static void free_ui(game_ui *ui)
2474 {
2475 sfree(ui);
2476 }
2477
2478 static void game_changed_state(game_ui *ui, game_state *oldstate,
2479 game_state *newstate)
2480 {
2481 }
2482
2483 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
2484 int x, int y, int button)
2485 {
2486 game_state *ret;
2487 int cx, cy;
2488
2489 if (from->dead || from->won)
2490 return NULL; /* no further moves permitted */
2491
2492 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2493 !IS_MOUSE_RELEASE(button))
2494 return NULL;
2495
2496 cx = FROMCOORD(x);
2497 cy = FROMCOORD(y);
2498
2499 if (button == LEFT_BUTTON || button == LEFT_DRAG ||
2500 button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
2501 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2502 return NULL;
2503
2504 /*
2505 * Mouse-downs and mouse-drags just cause highlighting
2506 * updates.
2507 */
2508 ui->hx = cx;
2509 ui->hy = cy;
2510 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2511 return from;
2512 }
2513
2514 if (button == RIGHT_BUTTON) {
2515 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2516 return NULL;
2517
2518 /*
2519 * Right-clicking only works on a covered square, and it
2520 * toggles between -1 (marked as mine) and -2 (not marked
2521 * as mine).
2522 *
2523 * FIXME: question marks.
2524 */
2525 if (from->grid[cy * from->w + cx] != -2 &&
2526 from->grid[cy * from->w + cx] != -1)
2527 return NULL;
2528
2529 ret = dup_game(from);
2530 ret->just_used_solve = FALSE;
2531 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2532
2533 return ret;
2534 }
2535
2536 if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
2537 ui->hx = ui->hy = -1;
2538 ui->hradius = 0;
2539
2540 /*
2541 * At this stage we must never return NULL: we have adjusted
2542 * the ui, so at worst we return `from'.
2543 */
2544 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2545 return from;
2546
2547 /*
2548 * Left-clicking on a covered square opens a tile. Not
2549 * permitted if the tile is marked as a mine, for safety.
2550 * (Unmark it and _then_ open it.)
2551 */
2552 if (button == LEFT_RELEASE &&
2553 (from->grid[cy * from->w + cx] == -2 ||
2554 from->grid[cy * from->w + cx] == -3)) {
2555 ret = dup_game(from);
2556 ret->just_used_solve = FALSE;
2557 open_square(ret, cx, cy);
2558 if (ret->dead)
2559 ui->deaths++;
2560 return ret;
2561 }
2562
2563 /*
2564 * Left-clicking or middle-clicking on an uncovered tile:
2565 * first we check to see if the number of mine markers
2566 * surrounding the tile is equal to its mine count, and if
2567 * so then we open all other surrounding squares.
2568 */
2569 if (from->grid[cy * from->w + cx] > 0) {
2570 int dy, dx, n;
2571
2572 /* Count mine markers. */
2573 n = 0;
2574 for (dy = -1; dy <= +1; dy++)
2575 for (dx = -1; dx <= +1; dx++)
2576 if (cx+dx >= 0 && cx+dx < from->w &&
2577 cy+dy >= 0 && cy+dy < from->h) {
2578 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2579 n++;
2580 }
2581
2582 if (n == from->grid[cy * from->w + cx]) {
2583 ret = dup_game(from);
2584 ret->just_used_solve = FALSE;
2585 for (dy = -1; dy <= +1; dy++)
2586 for (dx = -1; dx <= +1; dx++)
2587 if (cx+dx >= 0 && cx+dx < ret->w &&
2588 cy+dy >= 0 && cy+dy < ret->h &&
2589 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2590 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2591 open_square(ret, cx+dx, cy+dy);
2592 if (ret->dead)
2593 ui->deaths++;
2594 return ret;
2595 }
2596 }
2597
2598 return from;
2599 }
2600
2601 return NULL;
2602 }
2603
2604 /* ----------------------------------------------------------------------
2605 * Drawing routines.
2606 */
2607
2608 struct game_drawstate {
2609 int w, h, started;
2610 signed char *grid;
2611 /*
2612 * Items in this `grid' array have all the same values as in
2613 * the game_state grid, and in addition:
2614 *
2615 * - -10 means the tile was drawn `specially' as a result of a
2616 * flash, so it will always need redrawing.
2617 *
2618 * - -22 and -23 mean the tile is highlighted for a possible
2619 * click.
2620 */
2621 };
2622
2623 static void game_size(game_params *params, int *x, int *y)
2624 {
2625 *x = BORDER * 2 + TILE_SIZE * params->w;
2626 *y = BORDER * 2 + TILE_SIZE * params->h;
2627 }
2628
2629 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2630 {
2631 float *ret = snewn(3 * NCOLOURS, float);
2632
2633 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2634
2635 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2636 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2637 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2638
2639 ret[COL_1 * 3 + 0] = 0.0F;
2640 ret[COL_1 * 3 + 1] = 0.0F;
2641 ret[COL_1 * 3 + 2] = 1.0F;
2642
2643 ret[COL_2 * 3 + 0] = 0.0F;
2644 ret[COL_2 * 3 + 1] = 0.5F;
2645 ret[COL_2 * 3 + 2] = 0.0F;
2646
2647 ret[COL_3 * 3 + 0] = 1.0F;
2648 ret[COL_3 * 3 + 1] = 0.0F;
2649 ret[COL_3 * 3 + 2] = 0.0F;
2650
2651 ret[COL_4 * 3 + 0] = 0.0F;
2652 ret[COL_4 * 3 + 1] = 0.0F;
2653 ret[COL_4 * 3 + 2] = 0.5F;
2654
2655 ret[COL_5 * 3 + 0] = 0.5F;
2656 ret[COL_5 * 3 + 1] = 0.0F;
2657 ret[COL_5 * 3 + 2] = 0.0F;
2658
2659 ret[COL_6 * 3 + 0] = 0.0F;
2660 ret[COL_6 * 3 + 1] = 0.5F;
2661 ret[COL_6 * 3 + 2] = 0.5F;
2662
2663 ret[COL_7 * 3 + 0] = 0.0F;
2664 ret[COL_7 * 3 + 1] = 0.0F;
2665 ret[COL_7 * 3 + 2] = 0.0F;
2666
2667 ret[COL_8 * 3 + 0] = 0.5F;
2668 ret[COL_8 * 3 + 1] = 0.5F;
2669 ret[COL_8 * 3 + 2] = 0.5F;
2670
2671 ret[COL_MINE * 3 + 0] = 0.0F;
2672 ret[COL_MINE * 3 + 1] = 0.0F;
2673 ret[COL_MINE * 3 + 2] = 0.0F;
2674
2675 ret[COL_BANG * 3 + 0] = 1.0F;
2676 ret[COL_BANG * 3 + 1] = 0.0F;
2677 ret[COL_BANG * 3 + 2] = 0.0F;
2678
2679 ret[COL_CROSS * 3 + 0] = 1.0F;
2680 ret[COL_CROSS * 3 + 1] = 0.0F;
2681 ret[COL_CROSS * 3 + 2] = 0.0F;
2682
2683 ret[COL_FLAG * 3 + 0] = 1.0F;
2684 ret[COL_FLAG * 3 + 1] = 0.0F;
2685 ret[COL_FLAG * 3 + 2] = 0.0F;
2686
2687 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2688 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2689 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2690
2691 ret[COL_QUERY * 3 + 0] = 0.0F;
2692 ret[COL_QUERY * 3 + 1] = 0.0F;
2693 ret[COL_QUERY * 3 + 2] = 0.0F;
2694
2695 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2696 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2697 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2698
2699 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2700 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2701 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2702
2703 *ncolours = NCOLOURS;
2704 return ret;
2705 }
2706
2707 static game_drawstate *game_new_drawstate(game_state *state)
2708 {
2709 struct game_drawstate *ds = snew(struct game_drawstate);
2710
2711 ds->w = state->w;
2712 ds->h = state->h;
2713 ds->started = FALSE;
2714 ds->grid = snewn(ds->w * ds->h, signed char);
2715
2716 memset(ds->grid, -99, ds->w * ds->h);
2717
2718 return ds;
2719 }
2720
2721 static void game_free_drawstate(game_drawstate *ds)
2722 {
2723 sfree(ds->grid);
2724 sfree(ds);
2725 }
2726
2727 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2728 {
2729 if (v < 0) {
2730 int coords[12];
2731 int hl = 0;
2732
2733 if (v == -22 || v == -23) {
2734 v += 20;
2735
2736 /*
2737 * Omit the highlights in this case.
2738 */
2739 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2740 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2741 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2742 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2743 } else {
2744 /*
2745 * Draw highlights to indicate the square is covered.
2746 */
2747 coords[0] = x + TILE_SIZE - 1;
2748 coords[1] = y + TILE_SIZE - 1;
2749 coords[2] = x + TILE_SIZE - 1;
2750 coords[3] = y;
2751 coords[4] = x;
2752 coords[5] = y + TILE_SIZE - 1;
2753 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2754 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2755
2756 coords[0] = x;
2757 coords[1] = y;
2758 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2759 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2760
2761 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2762 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2763 bg);
2764 }
2765
2766 if (v == -1) {
2767 /*
2768 * Draw a flag.
2769 */
2770 #define SETCOORD(n, dx, dy) do { \
2771 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2772 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2773 } while (0)
2774 SETCOORD(0, 0.6, 0.35);
2775 SETCOORD(1, 0.6, 0.7);
2776 SETCOORD(2, 0.8, 0.8);
2777 SETCOORD(3, 0.25, 0.8);
2778 SETCOORD(4, 0.55, 0.7);
2779 SETCOORD(5, 0.55, 0.35);
2780 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2781 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2782
2783 SETCOORD(0, 0.6, 0.2);
2784 SETCOORD(1, 0.6, 0.5);
2785 SETCOORD(2, 0.2, 0.35);
2786 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2787 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2788 #undef SETCOORD
2789
2790 } else if (v == -3) {
2791 /*
2792 * Draw a question mark.
2793 */
2794 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2795 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2796 ALIGN_VCENTRE | ALIGN_HCENTRE,
2797 COL_QUERY, "?");
2798 }
2799 } else {
2800 /*
2801 * Clear the square to the background colour, and draw thin
2802 * grid lines along the top and left.
2803 *
2804 * Exception is that for value 65 (mine we've just trodden
2805 * on), we clear the square to COL_BANG.
2806 */
2807 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2808 (v == 65 ? COL_BANG :
2809 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2810 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2811 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2812
2813 if (v > 0 && v <= 8) {
2814 /*
2815 * Mark a number.
2816 */
2817 char str[2];
2818 str[0] = v + '0';
2819 str[1] = '\0';
2820 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2821 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2822 ALIGN_VCENTRE | ALIGN_HCENTRE,
2823 (COL_1 - 1) + v, str);
2824
2825 } else if (v >= 64) {
2826 /*
2827 * Mark a mine.
2828 *
2829 * FIXME: this could be done better!
2830 */
2831 #if 0
2832 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2833 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2834 ALIGN_VCENTRE | ALIGN_HCENTRE,
2835 COL_MINE, "*");
2836 #else
2837 {
2838 int cx = x + TILE_SIZE / 2;
2839 int cy = y + TILE_SIZE / 2;
2840 int r = TILE_SIZE / 2 - 3;
2841 int coords[4*5*2];
2842 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2843 int tdx, tdy, i;
2844
2845 for (i = 0; i < 4*5*2; i += 5*2) {
2846 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2847 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2848 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2849 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2850 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2851 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2852 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2853 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2854 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2855 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2856
2857 tdx = ydx;
2858 tdy = ydy;
2859 ydx = xdx;
2860 ydy = xdy;
2861 xdx = -tdx;
2862 xdy = -tdy;
2863 }
2864
2865 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2866 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2867
2868 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2869 }
2870 #endif
2871
2872 if (v == 66) {
2873 /*
2874 * Cross through the mine.
2875 */
2876 int dx;
2877 for (dx = -1; dx <= +1; dx++) {
2878 draw_line(fe, x + 3 + dx, y + 2,
2879 x + TILE_SIZE - 3 + dx,
2880 y + TILE_SIZE - 2, COL_CROSS);
2881 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2882 x + 3 + dx, y + TILE_SIZE - 2,
2883 COL_CROSS);
2884 }
2885 }
2886 }
2887 }
2888
2889 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2890 }
2891
2892 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2893 game_state *state, int dir, game_ui *ui,
2894 float animtime, float flashtime)
2895 {
2896 int x, y;
2897 int mines, markers, bg;
2898
2899 if (flashtime) {
2900 int frame = (flashtime / FLASH_FRAME);
2901 if (frame % 2)
2902 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2903 else
2904 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2905 } else
2906 bg = COL_BACKGROUND;
2907
2908 if (!ds->started) {
2909 int coords[10];
2910
2911 draw_rect(fe, 0, 0,
2912 TILE_SIZE * state->w + 2 * BORDER,
2913 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2914 draw_update(fe, 0, 0,
2915 TILE_SIZE * state->w + 2 * BORDER,
2916 TILE_SIZE * state->h + 2 * BORDER);
2917
2918 /*
2919 * Recessed area containing the whole puzzle.
2920 */
2921 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2922 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2923 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2924 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2925 coords[4] = coords[2] - TILE_SIZE;
2926 coords[5] = coords[3] + TILE_SIZE;
2927 coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2928 coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2929 coords[6] = coords[8] + TILE_SIZE;
2930 coords[7] = coords[9] - TILE_SIZE;
2931 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
2932 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
2933
2934 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2935 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2936 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
2937 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
2938
2939 ds->started = TRUE;
2940 }
2941
2942 /*
2943 * Now draw the tiles. Also in this loop, count up the number
2944 * of mines and mine markers.
2945 */
2946 mines = markers = 0;
2947 for (y = 0; y < ds->h; y++)
2948 for (x = 0; x < ds->w; x++) {
2949 int v = state->grid[y*ds->w+x];
2950
2951 if (v == -1)
2952 markers++;
2953 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2954 mines++;
2955
2956 if ((v == -2 || v == -3) &&
2957 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2958 v -= 20;
2959
2960 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2961 draw_tile(fe, COORD(x), COORD(y), v, bg);
2962 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2963 }
2964 }
2965
2966 if (!state->layout->mines)
2967 mines = state->layout->n;
2968
2969 /*
2970 * Update the status bar.
2971 */
2972 {
2973 char statusbar[512];
2974 if (state->dead) {
2975 sprintf(statusbar, "DEAD!");
2976 } else if (state->won) {
2977 if (state->used_solve)
2978 sprintf(statusbar, "Auto-solved.");
2979 else
2980 sprintf(statusbar, "COMPLETED!");
2981 } else {
2982 sprintf(statusbar, "Marked: %d / %d", markers, mines);
2983 }
2984 if (ui->deaths)
2985 sprintf(statusbar + strlen(statusbar),
2986 " Deaths: %d", ui->deaths);
2987 status_bar(fe, statusbar);
2988 }
2989 }
2990
2991 static float game_anim_length(game_state *oldstate, game_state *newstate,
2992 int dir, game_ui *ui)
2993 {
2994 return 0.0F;
2995 }
2996
2997 static float game_flash_length(game_state *oldstate, game_state *newstate,
2998 int dir, game_ui *ui)
2999 {
3000 if (oldstate->used_solve || newstate->used_solve)
3001 return 0.0F;
3002
3003 if (dir > 0 && !oldstate->dead && !oldstate->won) {
3004 if (newstate->dead) {
3005 ui->flash_is_death = TRUE;
3006 return 3 * FLASH_FRAME;
3007 }
3008 if (newstate->won) {
3009 ui->flash_is_death = FALSE;
3010 return 2 * FLASH_FRAME;
3011 }
3012 }
3013 return 0.0F;
3014 }
3015
3016 static int game_wants_statusbar(void)
3017 {
3018 return TRUE;
3019 }
3020
3021 static int game_timing_state(game_state *state)
3022 {
3023 if (state->dead || state->won || !state->layout->mines)
3024 return FALSE;
3025 return TRUE;
3026 }
3027
3028 #ifdef COMBINED
3029 #define thegame mines
3030 #endif
3031
3032 const struct game thegame = {
3033 "Mines", "games.mines",
3034 default_params,
3035 game_fetch_preset,
3036 decode_params,
3037 encode_params,
3038 free_params,
3039 dup_params,
3040 TRUE, game_configure, custom_params,
3041 validate_params,
3042 new_game_desc,
3043 game_free_aux_info,
3044 validate_desc,
3045 new_game,
3046 dup_game,
3047 free_game,
3048 TRUE, solve_game,
3049 TRUE, game_text_format,
3050 new_ui,
3051 free_ui,
3052 game_changed_state,
3053 make_move,
3054 game_size,
3055 game_colours,
3056 game_new_drawstate,
3057 game_free_drawstate,
3058 game_redraw,
3059 game_anim_length,
3060 game_flash_length,
3061 game_wants_statusbar,
3062 TRUE, game_timing_state,
3063 BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
3064 };
3065
3066 #ifdef STANDALONE_OBFUSCATOR
3067
3068 /*
3069 * Vaguely useful stand-alone program which translates between
3070 * obfuscated and clear Mines game descriptions. Pass in a game
3071 * description on the command line, and if it's clear it will be
3072 * obfuscated and vice versa. The output text should also be a
3073 * valid game ID describing the same game. Like this:
3074 *
3075 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3076 * 9x9:4,4,004000007c00010022080
3077 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3078 * 9x9:4,4,mb071b49fbd1cb6a0d5868
3079 *
3080 * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c
3081 */
3082
3083 #include <stdarg.h>
3084
3085 void frontend_default_colour(frontend *fe, float *output) {}
3086 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
3087 int align, int colour, char *text) {}
3088 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
3089 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
3090 void draw_polygon(frontend *fe, int *coords, int npoints,
3091 int fill, int colour) {}
3092 void clip(frontend *fe, int x, int y, int w, int h) {}
3093 void unclip(frontend *fe) {}
3094 void start_draw(frontend *fe) {}
3095 void draw_update(frontend *fe, int x, int y, int w, int h) {}
3096 void end_draw(frontend *fe) {}
3097 void midend_supersede_game_desc(midend_data *me, char *desc) {}
3098 void status_bar(frontend *fe, char *text) {}
3099
3100 void fatal(char *fmt, ...)
3101 {
3102 va_list ap;
3103
3104 fprintf(stderr, "fatal error: ");
3105
3106 va_start(ap, fmt);
3107 vfprintf(stderr, fmt, ap);
3108 va_end(ap);
3109
3110 fprintf(stderr, "\n");
3111 exit(1);
3112 }
3113
3114 int main(int argc, char **argv)
3115 {
3116 game_params *p;
3117 game_state *s;
3118 int recurse = TRUE;
3119 char *id = NULL, *desc, *err;
3120 int y, x;
3121 int grade = FALSE;
3122
3123 while (--argc > 0) {
3124 char *p = *++argv;
3125 if (*p == '-') {
3126 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
3127 return 1;
3128 } else {
3129 id = p;
3130 }
3131 }
3132
3133 if (!id) {
3134 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
3135 return 1;
3136 }
3137
3138 desc = strchr(id, ':');
3139 if (!desc) {
3140 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3141 return 1;
3142 }
3143 *desc++ = '\0';
3144
3145 p = default_params();
3146 decode_params(p, id);
3147 err = validate_desc(p, desc);
3148 if (err) {
3149 fprintf(stderr, "%s: %s\n", argv[0], err);
3150 return 1;
3151 }
3152 s = new_game(NULL, p, desc);
3153
3154 x = atoi(desc);
3155 while (*desc && *desc != ',') desc++;
3156 if (*desc) desc++;
3157 y = atoi(desc);
3158 while (*desc && *desc != ',') desc++;
3159 if (*desc) desc++;
3160
3161 printf("%s:%s\n", id, describe_layout(s->layout->mines,
3162 p->w * p->h,
3163 x, y,
3164 (*desc != 'm')));
3165
3166 return 0;
3167 }
3168
3169 #endif