2 * mines.c: Minesweeper clone with sophisticated grid generation.
6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
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
,
28 #define PREFERRED_TILE_SIZE 20
29 #define TILE_SIZE (ds->tilesize)
30 #define BORDER (TILE_SIZE * 3 / 2)
31 #define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
32 #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
33 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
34 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
36 #define FLASH_FRAME 0.13F
45 * This structure is shared between all the game_states for a
46 * given instance of the puzzle, so we reference-count it.
51 * If we haven't yet actually generated the mine layout, here's
52 * all the data we will need to do so.
56 midend_data
*me
; /* to give back the new game desc */
60 int w
, h
, n
, dead
, won
;
61 int used_solve
, just_used_solve
;
62 struct mine_layout
*layout
; /* real mine positions */
63 signed char *grid
; /* player knowledge */
65 * Each item in the `grid' array is one of the following values:
67 * - 0 to 8 mean the square is open and has a surrounding mine
70 * - -1 means the square is marked as a mine.
72 * - -2 means the square is unknown.
74 * - -3 means the square is marked with a question mark
75 * (FIXME: do we even want to bother with this?).
77 * - 64 means the square has had a mine revealed when the game
80 * - 65 means the square had a mine revealed and this was the
81 * one the player hits.
83 * - 66 means the square has a crossed-out mine because the
84 * player had incorrectly marked it.
88 static game_params
*default_params(void)
90 game_params
*ret
= snew(game_params
);
99 static const struct game_params mines_presets
[] = {
108 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
113 if (i
< 0 || i
>= lenof(mines_presets
))
116 ret
= snew(game_params
);
117 *ret
= mines_presets
[i
];
119 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
126 static void free_params(game_params
*params
)
131 static game_params
*dup_params(game_params
*params
)
133 game_params
*ret
= snew(game_params
);
134 *ret
= *params
; /* structure copy */
138 static void decode_params(game_params
*params
, char const *string
)
140 char const *p
= string
;
143 while (*p
&& isdigit((unsigned char)*p
)) p
++;
147 while (*p
&& isdigit((unsigned char)*p
)) p
++;
149 params
->h
= params
->w
;
154 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
156 params
->n
= params
->w
* params
->h
/ 10;
162 params
->unique
= FALSE
;
164 p
++; /* skip any other gunk */
168 static char *encode_params(game_params
*params
, int full
)
173 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
175 * Mine count is a generation-time parameter, since it can be
176 * deduced from the mine bitmap!
179 len
+= sprintf(ret
+len
, "n%d", params
->n
);
180 if (full
&& !params
->unique
)
182 assert(len
< lenof(ret
));
188 static config_item
*game_configure(game_params
*params
)
193 ret
= snewn(5, config_item
);
195 ret
[0].name
= "Width";
196 ret
[0].type
= C_STRING
;
197 sprintf(buf
, "%d", params
->w
);
198 ret
[0].sval
= dupstr(buf
);
201 ret
[1].name
= "Height";
202 ret
[1].type
= C_STRING
;
203 sprintf(buf
, "%d", params
->h
);
204 ret
[1].sval
= dupstr(buf
);
207 ret
[2].name
= "Mines";
208 ret
[2].type
= C_STRING
;
209 sprintf(buf
, "%d", params
->n
);
210 ret
[2].sval
= dupstr(buf
);
213 ret
[3].name
= "Ensure solubility";
214 ret
[3].type
= C_BOOLEAN
;
216 ret
[3].ival
= params
->unique
;
226 static game_params
*custom_params(config_item
*cfg
)
228 game_params
*ret
= snew(game_params
);
230 ret
->w
= atoi(cfg
[0].sval
);
231 ret
->h
= atoi(cfg
[1].sval
);
232 ret
->n
= atoi(cfg
[2].sval
);
233 if (strchr(cfg
[2].sval
, '%'))
234 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
235 ret
->unique
= cfg
[3].ival
;
240 static char *validate_params(game_params
*params
)
243 * Lower limit on grid size: each dimension must be at least 3.
244 * 1 is theoretically workable if rather boring, but 2 is a
245 * real problem: there is often _no_ way to generate a uniquely
246 * solvable 2xn Mines grid. You either run into two mines
247 * blocking the way and no idea what's behind them, or one mine
248 * and no way to know which of the two rows it's in. If the
249 * mine count is even you can create a soluble grid by packing
250 * all the mines at one end (so what when you hit a two-mine
251 * wall there are only as many covered squares left as there
252 * are mines); but if it's odd, you are doomed, because you
253 * _have_ to have a gap somewhere which you can't determine the
256 if (params
->w
<= 2 || params
->h
<= 2)
257 return "Width and height must both be greater than two";
258 if (params
->n
> params
->w
* params
->h
- 9)
259 return "Too many mines for grid size";
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.
270 /* ----------------------------------------------------------------------
271 * Minesweeper solver, used to ensure the generated grids are
272 * solvable without having to take risks.
276 * Count the bits in a word. Only needs to cope with 16 bits.
278 static int bitcount16(int word
)
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);
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.
294 short x
, y
, mask
, mines
;
296 struct set
*prev
, *next
;
299 static int setcmp(void *av
, void *bv
)
301 struct set
*a
= (struct set
*)av
;
302 struct set
*b
= (struct set
*)bv
;
306 else if (a
->y
> b
->y
)
308 else if (a
->x
< b
->x
)
310 else if (a
->x
> b
->x
)
312 else if (a
->mask
< b
->mask
)
314 else if (a
->mask
> b
->mask
)
322 struct set
*todo_head
, *todo_tail
;
325 static struct setstore
*ss_new(void)
327 struct setstore
*ss
= snew(struct setstore
);
328 ss
->sets
= newtree234(setcmp
);
329 ss
->todo_head
= ss
->todo_tail
= NULL
;
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.
338 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
342 * Adjust the second set so that it has the same x,y
343 * coordinates as the first.
345 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
349 mask2
&= ~(4|32|256);
359 mask2
&= ~(64|128|256);
371 * Invert the second set if `diff' is set (we're after A &~ B
372 * rather than A & B).
378 * Now all that's left is a logical AND.
380 return mask1
& mask2
;
383 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
386 return; /* already on it */
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
);
393 s
->prev
= ss
->todo_tail
;
403 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
410 * Normalise so that x and y are genuinely the bounding
413 while (!(mask
& (1|8|64)))
415 while (!(mask
& (1|2|4)))
419 * Create a set structure and add it to the tree.
421 s
= snew(struct set
);
427 if (add234(ss
->sets
, s
) != s
) {
429 * This set already existed! Free it and return.
436 * We've added a new set to the tree, so put it on the todo
442 static void ss_remove(struct setstore
*ss
, struct set
*s
)
444 struct set
*next
= s
->next
, *prev
= s
->prev
;
446 #ifdef SOLVER_DIAGNOSTICS
447 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
450 * Remove s from the todo list.
454 else if (s
== ss
->todo_head
)
455 ss
->todo_head
= next
;
459 else if (s
== ss
->todo_tail
)
460 ss
->todo_tail
= prev
;
465 * Remove s from the tree.
470 * Destroy the actual set structure.
476 * Return a dynamically allocated list of all the sets which
477 * overlap a provided input set.
479 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
481 struct set
**ret
= NULL
;
482 int nret
= 0, retsize
= 0;
485 for (xx
= x
-3; xx
< x
+3; xx
++)
486 for (yy
= y
-3; yy
< y
+3; yy
++) {
491 * Find the first set with these top left coordinates.
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
) {
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
506 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
508 * There's an overlap.
510 if (nret
>= retsize
) {
512 ret
= sresize(ret
, retsize
, struct set
*);
522 ret
= sresize(ret
, nret
+1, struct set
*);
529 * Get an element from the head of the set todo list.
531 static struct set
*ss_todo(struct setstore
*ss
)
534 struct set
*ret
= ss
->todo_head
;
535 ss
->todo_head
= ret
->next
;
537 ss
->todo_head
->prev
= NULL
;
539 ss
->todo_tail
= NULL
;
540 ret
->next
= ret
->prev
= NULL
;
553 static void std_add(struct squaretodo
*std
, int i
)
556 std
->next
[std
->tail
] = i
;
563 typedef int (*open_cb
)(void *, int, int);
565 static void known_squares(int w
, int h
, struct squaretodo
*std
,
567 open_cb open
, void *openctx
,
568 int x
, int y
, int mask
, int mine
)
574 for (yy
= 0; yy
< 3; yy
++)
575 for (xx
= 0; xx
< 3; xx
++) {
577 int i
= (y
+ yy
) * w
+ (x
+ xx
);
580 * It's possible that this square is _already_
581 * known, in which case we don't try to add it to
587 grid
[i
] = -1; /* and don't open it! */
589 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
590 assert(grid
[i
] != -1); /* *bang* */
601 * This is data returned from the `perturb' function. It details
602 * which squares have become mines and which have become clear. The
603 * solver is (of course) expected to honourably not use that
604 * knowledge directly, but to efficently adjust its internal data
605 * structures and proceed based on only the information it
608 struct perturbation
{
610 int delta
; /* +1 == become a mine; -1 == cleared */
612 struct perturbations
{
614 struct perturbation
*changes
;
618 * Main solver entry point. You give it a grid of existing
619 * knowledge (-1 for a square known to be a mine, 0-8 for empty
620 * squares with a given number of neighbours, -2 for completely
621 * unknown), plus a function which you can call to open new squares
622 * once you're confident of them. It fills in as much more of the
627 * - -1 means deduction stalled and nothing could be done
628 * - 0 means deduction succeeded fully
629 * - >0 means deduction succeeded but some number of perturbation
630 * steps were required; the exact return value is the number of
634 typedef struct perturbations
*(*perturb_cb
) (void *, signed char *, int, int, int);
636 static int minesolve(int w
, int h
, int n
, signed char *grid
,
639 void *ctx
, random_state
*rs
)
641 struct setstore
*ss
= ss_new();
643 struct squaretodo astd
, *std
= &astd
;
648 * Set up a linked list of squares with known contents, so that
649 * we can process them one by one.
651 std
->next
= snewn(w
*h
, int);
652 std
->head
= std
->tail
= -1;
655 * Initialise that list with all known squares in the input
658 for (y
= 0; y
< h
; y
++) {
659 for (x
= 0; x
< w
; x
++) {
667 * Main deductive loop.
670 int done_something
= FALSE
;
674 * If there are any known squares on the todo list, process
675 * them and construct a set for each.
677 while (std
->head
!= -1) {
679 #ifdef SOLVER_DIAGNOSTICS
680 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
682 std
->head
= std
->next
[i
];
690 int dx
, dy
, mines
, bit
, val
;
691 #ifdef SOLVER_DIAGNOSTICS
692 printf("creating set around this square\n");
695 * Empty square. Construct the set of non-known squares
696 * around this one, and determine its mine count.
701 for (dy
= -1; dy
<= +1; dy
++) {
702 for (dx
= -1; dx
<= +1; dx
++) {
703 #ifdef SOLVER_DIAGNOSTICS
704 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
706 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
707 /* ignore this one */;
708 else if (grid
[i
+dy
*w
+dx
] == -1)
710 else if (grid
[i
+dy
*w
+dx
] == -2)
716 ss_add(ss
, x
-1, y
-1, val
, mines
);
720 * Now, whether the square is empty or full, we must
721 * find any set which contains it and replace it with
722 * one which does not.
725 #ifdef SOLVER_DIAGNOSTICS
726 printf("finding sets containing known square %d,%d\n", x
, y
);
728 list
= ss_overlap(ss
, x
, y
, 1);
730 for (j
= 0; list
[j
]; j
++) {
731 int newmask
, newmines
;
736 * Compute the mask for this set minus the
737 * newly known square.
739 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
742 * Compute the new mine count.
744 newmines
= s
->mines
- (grid
[i
] == -1);
747 * Insert the new set into the collection,
748 * unless it's been whittled right down to
752 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
755 * Destroy the old one; it is actually obsolete.
764 * Marking a fresh square as known certainly counts as
767 done_something
= TRUE
;
771 * Now pick a set off the to-do list and attempt deductions
774 if ((s
= ss_todo(ss
)) != NULL
) {
776 #ifdef SOLVER_DIAGNOSTICS
777 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
780 * Firstly, see if this set has a mine count of zero or
781 * of its own cardinality.
783 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
785 * If so, we can immediately mark all the squares
786 * in the set as known.
788 #ifdef SOLVER_DIAGNOSTICS
791 known_squares(w
, h
, std
, grid
, open
, ctx
,
792 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
795 * Having done that, we need do nothing further
796 * with this set; marking all the squares in it as
797 * known will eventually eliminate it, and will
798 * also permit further deductions about anything
805 * Failing that, we now search through all the sets
806 * which overlap this one.
808 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
810 for (j
= 0; list
[j
]; j
++) {
811 struct set
*s2
= list
[j
];
812 int swing
, s2wing
, swc
, s2wc
;
815 * Find the non-overlapping parts s2-s and s-s2,
816 * and their cardinalities.
818 * I'm going to refer to these parts as `wings'
819 * surrounding the central part common to both
820 * sets. The `s wing' is s-s2; the `s2 wing' is
823 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
825 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
827 swc
= bitcount16(swing
);
828 s2wc
= bitcount16(s2wing
);
831 * If one set has more mines than the other, and
832 * the number of extra mines is equal to the
833 * cardinality of that set's wing, then we can mark
834 * every square in the wing as a known mine, and
835 * every square in the other wing as known clear.
837 if (swc
== s
->mines
- s2
->mines
||
838 s2wc
== s2
->mines
- s
->mines
) {
839 known_squares(w
, h
, std
, grid
, open
, ctx
,
841 (swc
== s
->mines
- s2
->mines
));
842 known_squares(w
, h
, std
, grid
, open
, ctx
,
843 s2
->x
, s2
->y
, s2wing
,
844 (s2wc
== s2
->mines
- s
->mines
));
849 * Failing that, see if one set is a subset of the
850 * other. If so, we can divide up the mine count of
851 * the larger set between the smaller set and its
852 * complement, even if neither smaller set ends up
853 * being immediately clearable.
855 if (swc
== 0 && s2wc
!= 0) {
856 /* s is a subset of s2. */
857 assert(s2
->mines
> s
->mines
);
858 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
859 } else if (s2wc
== 0 && swc
!= 0) {
860 /* s2 is a subset of s. */
861 assert(s
->mines
> s2
->mines
);
862 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
869 * In this situation we have definitely done
870 * _something_, even if it's only reducing the size of
873 done_something
= TRUE
;
876 * We have nothing left on our todo list, which means
877 * all localised deductions have failed. Our next step
878 * is to resort to global deduction based on the total
879 * mine count. This is computationally expensive
880 * compared to any of the above deductions, which is
881 * why we only ever do it when all else fails, so that
882 * hopefully it won't have to happen too often.
884 * If you pass n<0 into this solver, that informs it
885 * that you do not know the total mine count, so it
886 * won't even attempt these deductions.
889 int minesleft
, squaresleft
;
890 int nsets
, setused
[10], cursor
;
893 * Start by scanning the current grid state to work out
894 * how many unknown squares we still have, and how many
895 * mines are to be placed in them.
899 for (i
= 0; i
< w
*h
; i
++) {
902 else if (grid
[i
] == -2)
906 #ifdef SOLVER_DIAGNOSTICS
907 printf("global deduction time: squaresleft=%d minesleft=%d\n",
908 squaresleft
, minesleft
);
909 for (y
= 0; y
< h
; y
++) {
910 for (x
= 0; x
< w
; x
++) {
926 * If there _are_ no unknown squares, we have actually
929 if (squaresleft
== 0) {
930 assert(minesleft
== 0);
935 * First really simple case: if there are no more mines
936 * left, or if there are exactly as many mines left as
937 * squares to play them in, then it's all easy.
939 if (minesleft
== 0 || minesleft
== squaresleft
) {
940 for (i
= 0; i
< w
*h
; i
++)
942 known_squares(w
, h
, std
, grid
, open
, ctx
,
943 i
% w
, i
/ w
, 1, minesleft
!= 0);
944 continue; /* now go back to main deductive loop */
948 * Failing that, we have to do some _real_ work.
949 * Ideally what we do here is to try every single
950 * combination of the currently available sets, in an
951 * attempt to find a disjoint union (i.e. a set of
952 * squares with a known mine count between them) such
953 * that the remaining unknown squares _not_ contained
954 * in that union either contain no mines or are all
957 * Actually enumerating all 2^n possibilities will get
958 * a bit slow for large n, so I artificially cap this
959 * recursion at n=10 to avoid too much pain.
961 nsets
= count234(ss
->sets
);
962 if (nsets
<= lenof(setused
)) {
964 * Doing this with actual recursive function calls
965 * would get fiddly because a load of local
966 * variables from this function would have to be
967 * passed down through the recursion. So instead
968 * I'm going to use a virtual recursion within this
969 * function. The way this works is:
971 * - we have an array `setused', such that
972 * setused[n] is 0 or 1 depending on whether set
973 * n is currently in the union we are
976 * - we have a value `cursor' which indicates how
977 * much of `setused' we have so far filled in.
978 * It's conceptually the recursion depth.
980 * We begin by setting `cursor' to zero. Then:
982 * - if cursor can advance, we advance it by one.
983 * We set the value in `setused' that it went
984 * past to 1 if that set is disjoint from
985 * anything else currently in `setused', or to 0
988 * - If cursor cannot advance because it has
989 * reached the end of the setused list, then we
990 * have a maximal disjoint union. Check to see
991 * whether its mine count has any useful
992 * properties. If so, mark all the squares not
993 * in the union as known and terminate.
995 * - If cursor has reached the end of setused and
996 * the algorithm _hasn't_ terminated, back
997 * cursor up to the nearest 1, turn it into a 0
998 * and advance cursor just past it.
1000 * - If we attempt to back up to the nearest 1 and
1001 * there isn't one at all, then we have gone
1002 * through all disjoint unions of sets in the
1003 * list and none of them has been helpful, so we
1006 struct set
*sets
[lenof(setused
)];
1007 for (i
= 0; i
< nsets
; i
++)
1008 sets
[i
] = index234(ss
->sets
, i
);
1013 if (cursor
< nsets
) {
1016 /* See if any existing set overlaps this one. */
1017 for (i
= 0; i
< cursor
; i
++)
1019 setmunge(sets
[cursor
]->x
,
1022 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1030 * We're adding this set to our union,
1031 * so adjust minesleft and squaresleft
1034 minesleft
-= sets
[cursor
]->mines
;
1035 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1038 setused
[cursor
++] = ok
;
1040 #ifdef SOLVER_DIAGNOSTICS
1041 printf("trying a set combination with %d %d\n",
1042 squaresleft
, minesleft
);
1043 #endif /* SOLVER_DIAGNOSTICS */
1046 * We've reached the end. See if we've got
1047 * anything interesting.
1049 if (squaresleft
> 0 &&
1050 (minesleft
== 0 || minesleft
== squaresleft
)) {
1052 * We have! There is at least one
1053 * square not contained within the set
1054 * union we've just found, and we can
1055 * deduce that either all such squares
1056 * are mines or all are not (depending
1057 * on whether minesleft==0). So now all
1058 * we have to do is actually go through
1059 * the grid, find those squares, and
1062 for (i
= 0; i
< w
*h
; i
++)
1063 if (grid
[i
] == -2) {
1067 for (j
= 0; j
< nsets
; j
++)
1069 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1070 sets
[j
]->mask
, x
, y
, 1,
1076 known_squares(w
, h
, std
, grid
,
1078 x
, y
, 1, minesleft
!= 0);
1081 done_something
= TRUE
;
1082 break; /* return to main deductive loop */
1086 * If we reach here, then this union hasn't
1087 * done us any good, so move on to the
1088 * next. Backtrack cursor to the nearest 1,
1089 * change it to a 0 and continue.
1091 while (--cursor
>= 0 && !setused
[cursor
]);
1093 assert(setused
[cursor
]);
1096 * We're removing this set from our
1097 * union, so re-increment minesleft and
1100 minesleft
+= sets
[cursor
]->mines
;
1101 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1103 setused
[cursor
++] = 0;
1106 * We've backtracked all the way to the
1107 * start without finding a single 1,
1108 * which means that our virtual
1109 * recursion is complete and nothing
1124 #ifdef SOLVER_DIAGNOSTICS
1126 * Dump the current known state of the grid.
1128 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1129 for (y
= 0; y
< h
; y
++) {
1130 for (x
= 0; x
< w
; x
++) {
1131 int v
= grid
[y
*w
+x
];
1147 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1148 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1153 * Now we really are at our wits' end as far as solving
1154 * this grid goes. Our only remaining option is to call
1155 * a perturb function and ask it to modify the grid to
1159 struct perturbations
*ret
;
1165 * Choose a set at random from the current selection,
1166 * and ask the perturb function to either fill or empty
1169 * If we have no sets at all, we must give up.
1171 if (count234(ss
->sets
) == 0) {
1172 #ifdef SOLVER_DIAGNOSTICS
1173 printf("perturbing on entire unknown set\n");
1175 ret
= perturb(ctx
, grid
, 0, 0, 0);
1177 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1178 #ifdef SOLVER_DIAGNOSTICS
1179 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1181 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1185 assert(ret
->n
> 0); /* otherwise should have been NULL */
1188 * A number of squares have been fiddled with, and
1189 * the returned structure tells us which. Adjust
1190 * the mine count in any set which overlaps one of
1191 * those squares, and put them back on the to-do
1192 * list. Also, if the square itself is marked as a
1193 * known non-mine, put it back on the squares-to-do
1196 for (i
= 0; i
< ret
->n
; i
++) {
1197 #ifdef SOLVER_DIAGNOSTICS
1198 printf("perturbation %s mine at %d,%d\n",
1199 ret
->changes
[i
].delta
> 0 ?
"added" : "removed",
1200 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1203 if (ret
->changes
[i
].delta
< 0 &&
1204 grid
[ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
] != -2) {
1205 std_add(std
, ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
);
1208 list
= ss_overlap(ss
,
1209 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1211 for (j
= 0; list
[j
]; j
++) {
1212 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1213 ss_add_todo(ss
, list
[j
]);
1220 * Now free the returned data.
1222 sfree(ret
->changes
);
1225 #ifdef SOLVER_DIAGNOSTICS
1227 * Dump the current known state of the grid.
1229 printf("state after perturbation:\n");
1230 for (y
= 0; y
< h
; y
++) {
1231 for (x
= 0; x
< w
; x
++) {
1232 int v
= grid
[y
*w
+x
];
1248 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1249 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1254 * And now we can go back round the deductive loop.
1261 * If we get here, even that didn't work (either we didn't
1262 * have a perturb function or it returned failure), so we
1269 * See if we've got any unknown squares left.
1271 for (y
= 0; y
< h
; y
++)
1272 for (x
= 0; x
< w
; x
++)
1273 if (grid
[y
*w
+x
] == -2) {
1274 nperturbs
= -1; /* failed to complete */
1279 * Free the set list and square-todo list.
1283 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1285 freetree234(ss
->sets
);
1293 /* ----------------------------------------------------------------------
1294 * Grid generator which uses the above solver.
1301 int allow_big_perturbs
;
1305 static int mineopen(void *vctx
, int x
, int y
)
1307 struct minectx
*ctx
= (struct minectx
*)vctx
;
1310 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1311 if (ctx
->grid
[y
* ctx
->w
+ x
])
1312 return -1; /* *bang* */
1315 for (i
= -1; i
<= +1; i
++) {
1316 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1318 for (j
= -1; j
<= +1; j
++) {
1319 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1321 if (i
== 0 && j
== 0)
1323 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1331 /* Structure used internally to mineperturb(). */
1333 int x
, y
, type
, random
;
1335 static int squarecmp(const void *av
, const void *bv
)
1337 const struct square
*a
= (const struct square
*)av
;
1338 const struct square
*b
= (const struct square
*)bv
;
1339 if (a
->type
< b
->type
)
1341 else if (a
->type
> b
->type
)
1343 else if (a
->random
< b
->random
)
1345 else if (a
->random
> b
->random
)
1347 else if (a
->y
< b
->y
)
1349 else if (a
->y
> b
->y
)
1351 else if (a
->x
< b
->x
)
1353 else if (a
->x
> b
->x
)
1359 * Normally this function is passed an (x,y,mask) set description.
1360 * On occasions, though, there is no _localised_ set being used,
1361 * and the set being perturbed is supposed to be the entirety of
1362 * the unreachable area. This is signified by the special case
1363 * mask==0: in this case, anything labelled -2 in the grid is part
1366 * Allowing perturbation in this special case appears to make it
1367 * guaranteeably possible to generate a workable grid for any mine
1368 * density, but they tend to be a bit boring, with mines packed
1369 * densely into far corners of the grid and the remainder being
1370 * less dense than one might like. Therefore, to improve overall
1371 * grid quality I disable this feature for the first few attempts,
1372 * and fall back to it after no useful grid has been generated.
1374 static struct perturbations
*mineperturb(void *vctx
, signed char *grid
,
1375 int setx
, int sety
, int mask
)
1377 struct minectx
*ctx
= (struct minectx
*)vctx
;
1378 struct square
*sqlist
;
1379 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1380 struct square
**tofill
, **toempty
, **todo
;
1381 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1382 struct perturbations
*ret
;
1385 if (!mask
&& !ctx
->allow_big_perturbs
)
1389 * Make a list of all the squares in the grid which we can
1390 * possibly use. This list should be in preference order, which
1393 * - first, unknown squares on the boundary of known space
1394 * - next, unknown squares beyond that boundary
1395 * - as a very last resort, known squares, but not within one
1396 * square of the starting position.
1398 * Each of these sections needs to be shuffled independently.
1399 * We do this by preparing list of all squares and then sorting
1400 * it with a random secondary key.
1402 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1404 for (y
= 0; y
< ctx
->h
; y
++)
1405 for (x
= 0; x
< ctx
->w
; x
++) {
1407 * If this square is too near the starting position,
1408 * don't put it on the list at all.
1410 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1414 * If this square is in the input set, also don't put
1417 if ((mask
== 0 && grid
[y
*ctx
->w
+x
] == -2) ||
1418 (x
>= setx
&& x
< setx
+ 3 &&
1419 y
>= sety
&& y
< sety
+ 3 &&
1420 mask
& (1 << ((y
-sety
)*3+(x
-setx
)))))
1426 if (grid
[y
*ctx
->w
+x
] != -2) {
1427 sqlist
[n
].type
= 3; /* known square */
1430 * Unknown square. Examine everything around it and
1431 * see if it borders on any known squares. If it
1432 * does, it's class 1, otherwise it's 2.
1437 for (dy
= -1; dy
<= +1; dy
++)
1438 for (dx
= -1; dx
<= +1; dx
++)
1439 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1440 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1441 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1448 * Finally, a random number to cause qsort to
1449 * shuffle within each group.
1451 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1456 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1459 * Now count up the number of full and empty squares in the set
1460 * we've been provided.
1464 for (dy
= 0; dy
< 3; dy
++)
1465 for (dx
= 0; dx
< 3; dx
++)
1466 if (mask
& (1 << (dy
*3+dx
))) {
1467 assert(setx
+dx
<= ctx
->w
);
1468 assert(sety
+dy
<= ctx
->h
);
1469 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1475 for (y
= 0; y
< ctx
->h
; y
++)
1476 for (x
= 0; x
< ctx
->w
; x
++)
1477 if (grid
[y
*ctx
->w
+x
] == -2) {
1478 if (ctx
->grid
[y
*ctx
->w
+x
])
1486 * Now go through our sorted list until we find either `nfull'
1487 * empty squares, or `nempty' full squares; these will be
1488 * swapped with the appropriate squares in the set to either
1489 * fill or empty the set while keeping the same number of mines
1492 ntofill
= ntoempty
= 0;
1494 tofill
= snewn(9, struct square
*);
1495 toempty
= snewn(9, struct square
*);
1497 tofill
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1498 toempty
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1500 for (i
= 0; i
< n
; i
++) {
1501 struct square
*sq
= &sqlist
[i
];
1502 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1503 toempty
[ntoempty
++] = sq
;
1505 tofill
[ntofill
++] = sq
;
1506 if (ntofill
== nfull
|| ntoempty
== nempty
)
1511 * If we haven't found enough empty squares outside the set to
1512 * empty it into _or_ enough full squares outside it to fill it
1513 * up with, we'll have to settle for doing only a partial job.
1514 * In this case we choose to always _fill_ the set (because
1515 * this case will tend to crop up when we're working with very
1516 * high mine densities and the only way to get a solvable grid
1517 * is going to be to pack most of the mines solidly around the
1518 * edges). So now our job is to make a list of the empty
1519 * squares in the set, and shuffle that list so that we fill a
1520 * random selection of them.
1522 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1525 assert(ntoempty
!= 0);
1527 setlist
= snewn(ctx
->w
* ctx
->h
, int);
1530 for (dy
= 0; dy
< 3; dy
++)
1531 for (dx
= 0; dx
< 3; dx
++)
1532 if (mask
& (1 << (dy
*3+dx
))) {
1533 assert(setx
+dx
<= ctx
->w
);
1534 assert(sety
+dy
<= ctx
->h
);
1535 if (!ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1536 setlist
[i
++] = (sety
+dy
)*ctx
->w
+(setx
+dx
);
1539 for (y
= 0; y
< ctx
->h
; y
++)
1540 for (x
= 0; x
< ctx
->w
; x
++)
1541 if (grid
[y
*ctx
->w
+x
] == -2) {
1542 if (!ctx
->grid
[y
*ctx
->w
+x
])
1543 setlist
[i
++] = y
*ctx
->w
+x
;
1546 assert(i
> ntoempty
);
1548 * Now pick `ntoempty' items at random from the list.
1550 for (k
= 0; k
< ntoempty
; k
++) {
1551 int index
= k
+ random_upto(ctx
->rs
, i
- k
);
1555 setlist
[k
] = setlist
[index
];
1556 setlist
[index
] = tmp
;
1562 * Now we're pretty much there. We need to either
1563 * (a) put a mine in each of the empty squares in the set, and
1564 * take one out of each square in `toempty'
1565 * (b) take a mine out of each of the full squares in the set,
1566 * and put one in each square in `tofill'
1567 * depending on which one we've found enough squares to do.
1569 * So we start by constructing our list of changes to return to
1570 * the solver, so that it can update its data structures
1571 * efficiently rather than having to rescan the whole grid.
1573 ret
= snew(struct perturbations
);
1574 if (ntofill
== nfull
) {
1582 * (We also fall into this case if we've constructed a
1592 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1593 for (i
= 0; i
< ntodo
; i
++) {
1594 ret
->changes
[i
].x
= todo
[i
]->x
;
1595 ret
->changes
[i
].y
= todo
[i
]->y
;
1596 ret
->changes
[i
].delta
= dtodo
;
1598 /* now i == ntodo */
1601 assert(todo
== toempty
);
1602 for (j
= 0; j
< ntoempty
; j
++) {
1603 ret
->changes
[i
].x
= setlist
[j
] % ctx
->w
;
1604 ret
->changes
[i
].y
= setlist
[j
] / ctx
->w
;
1605 ret
->changes
[i
].delta
= dset
;
1610 for (dy
= 0; dy
< 3; dy
++)
1611 for (dx
= 0; dx
< 3; dx
++)
1612 if (mask
& (1 << (dy
*3+dx
))) {
1613 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ?
+1 : -1);
1614 if (dset
== -currval
) {
1615 ret
->changes
[i
].x
= setx
+ dx
;
1616 ret
->changes
[i
].y
= sety
+ dy
;
1617 ret
->changes
[i
].delta
= dset
;
1622 for (y
= 0; y
< ctx
->h
; y
++)
1623 for (x
= 0; x
< ctx
->w
; x
++)
1624 if (grid
[y
*ctx
->w
+x
] == -2) {
1625 int currval
= (ctx
->grid
[y
*ctx
->w
+x
] ?
+1 : -1);
1626 if (dset
== -currval
) {
1627 ret
->changes
[i
].x
= x
;
1628 ret
->changes
[i
].y
= y
;
1629 ret
->changes
[i
].delta
= dset
;
1634 assert(i
== ret
->n
);
1640 * Having set up the precise list of changes we're going to
1641 * make, we now simply make them and return.
1643 for (i
= 0; i
< ret
->n
; i
++) {
1646 x
= ret
->changes
[i
].x
;
1647 y
= ret
->changes
[i
].y
;
1648 delta
= ret
->changes
[i
].delta
;
1651 * Check we're not trying to add an existing mine or remove
1654 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1657 * Actually make the change.
1659 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1662 * Update any numbers already present in the grid.
1664 for (dy
= -1; dy
<= +1; dy
++)
1665 for (dx
= -1; dx
<= +1; dx
++)
1666 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1667 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1668 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1669 if (dx
== 0 && dy
== 0) {
1671 * The square itself is marked as known in
1672 * the grid. Mark it as a mine if it's a
1673 * mine, or else work out its number.
1676 grid
[y
*ctx
->w
+x
] = -1;
1678 int dx2
, dy2
, minecount
= 0;
1679 for (dy2
= -1; dy2
<= +1; dy2
++)
1680 for (dx2
= -1; dx2
<= +1; dx2
++)
1681 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1682 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1683 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1685 grid
[y
*ctx
->w
+x
] = minecount
;
1688 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1689 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1694 #ifdef GENERATION_DIAGNOSTICS
1697 printf("grid after perturbing:\n");
1698 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1699 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1700 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1701 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1719 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1722 char *ret
= snewn(w
*h
, char);
1730 memset(ret
, 0, w
*h
);
1733 * Start by placing n mines, none of which is at x,y or within
1737 int *tmp
= snewn(w
*h
, int);
1741 * Write down the list of possible mine locations.
1744 for (i
= 0; i
< h
; i
++)
1745 for (j
= 0; j
< w
; j
++)
1746 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1750 * Now pick n off the list at random.
1754 i
= random_upto(rs
, k
);
1762 #ifdef GENERATION_DIAGNOSTICS
1765 printf("grid after initial generation:\n");
1766 for (yy
= 0; yy
< h
; yy
++) {
1767 for (xx
= 0; xx
< w
; xx
++) {
1768 int v
= ret
[yy
*w
+xx
];
1769 if (yy
== y
&& xx
== x
) {
1785 * Now set up a results grid to run the solver in, and a
1786 * context for the solver to open squares. Then run the solver
1787 * repeatedly; if the number of perturb steps ever goes up or
1788 * it ever returns -1, give up completely.
1790 * We bypass this bit if we're not after a unique grid.
1793 signed char *solvegrid
= snewn(w
*h
, signed char);
1794 struct minectx actx
, *ctx
= &actx
;
1795 int solveret
, prevret
= -2;
1803 ctx
->allow_big_perturbs
= (ntries
> 100);
1806 memset(solvegrid
, -2, w
*h
);
1807 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1808 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1811 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1812 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1815 } else if (solveret
== 0) {
1832 * The Mines game descriptions contain the location of every mine,
1833 * and can therefore be used to cheat.
1835 * It would be pointless to attempt to _prevent_ this form of
1836 * cheating by encrypting the description, since Mines is
1837 * open-source so anyone can find out the encryption key. However,
1838 * I think it is worth doing a bit of gentle obfuscation to prevent
1839 * _accidental_ spoilers: if you happened to note that the game ID
1840 * starts with an F, for example, you might be unable to put the
1841 * knowledge of those mines out of your mind while playing. So,
1842 * just as discussions of film endings are rot13ed to avoid
1843 * spoiling it for people who don't want to be told, we apply a
1844 * keyless, reversible, but visually completely obfuscatory masking
1845 * function to the mine bitmap.
1847 static void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
)
1849 int bytes
, firsthalf
, secondhalf
;
1851 unsigned char *seedstart
;
1853 unsigned char *targetstart
;
1859 * My obfuscation algorithm is similar in concept to the OAEP
1860 * encoding used in some forms of RSA. Here's a specification
1863 * + We have a `masking function' which constructs a stream of
1864 * pseudorandom bytes from a seed of some number of input
1867 * + We pad out our input bit stream to a whole number of
1868 * bytes by adding up to 7 zero bits on the end. (In fact
1869 * the bitmap passed as input to this function will already
1870 * have had this done in practice.)
1872 * + We divide the _byte_ stream exactly in half, rounding the
1873 * half-way position _down_. So an 81-bit input string, for
1874 * example, rounds up to 88 bits or 11 bytes, and then
1875 * dividing by two gives 5 bytes in the first half and 6 in
1878 * + We generate a mask from the second half of the bytes, and
1879 * XOR it over the first half.
1881 * + We generate a mask from the (encoded) first half of the
1882 * bytes, and XOR it over the second half. Any null bits at
1883 * the end which were added as padding are cleared back to
1884 * zero even if this operation would have made them nonzero.
1886 * To de-obfuscate, the steps are precisely the same except
1887 * that the final two are reversed.
1889 * Finally, our masking function. Given an input seed string of
1890 * bytes, the output mask consists of concatenating the SHA-1
1891 * hashes of the seed string and successive decimal integers,
1895 bytes
= (bits
+ 7) / 8;
1896 firsthalf
= bytes
/ 2;
1897 secondhalf
= bytes
- firsthalf
;
1899 steps
[decode ?
1 : 0].seedstart
= bmp
+ firsthalf
;
1900 steps
[decode ?
1 : 0].seedlen
= secondhalf
;
1901 steps
[decode ?
1 : 0].targetstart
= bmp
;
1902 steps
[decode ?
1 : 0].targetlen
= firsthalf
;
1904 steps
[decode ?
0 : 1].seedstart
= bmp
;
1905 steps
[decode ?
0 : 1].seedlen
= firsthalf
;
1906 steps
[decode ?
0 : 1].targetstart
= bmp
+ firsthalf
;
1907 steps
[decode ?
0 : 1].targetlen
= secondhalf
;
1909 for (i
= 0; i
< 2; i
++) {
1910 SHA_State base
, final
;
1911 unsigned char digest
[20];
1913 int digestpos
= 20, counter
= 0;
1916 SHA_Bytes(&base
, steps
[i
].seedstart
, steps
[i
].seedlen
);
1918 for (j
= 0; j
< steps
[i
].targetlen
; j
++) {
1919 if (digestpos
>= 20) {
1920 sprintf(numberbuf
, "%d", counter
++);
1922 SHA_Bytes(&final
, numberbuf
, strlen(numberbuf
));
1923 SHA_Final(&final
, digest
);
1926 steps
[i
].targetstart
[j
] ^= digest
[digestpos
++];
1930 * Mask off the pad bits in the final byte after both steps.
1933 bmp
[bits
/ 8] &= 0xFF & (0xFF00 >> (bits
% 8));
1937 static char *describe_layout(char *grid
, int area
, int x
, int y
,
1945 * Set up the mine bitmap and obfuscate it.
1947 bmp
= snewn((area
+ 7) / 8, unsigned char);
1948 memset(bmp
, 0, (area
+ 7) / 8);
1949 for (i
= 0; i
< area
; i
++) {
1951 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
1954 obfuscate_bitmap(bmp
, area
, FALSE
);
1957 * Now encode the resulting bitmap in hex. We can work to
1958 * nibble rather than byte granularity, since the obfuscation
1959 * function guarantees to return a bit string of the same
1960 * length as its input.
1962 ret
= snewn((area
+3)/4 + 100, char);
1963 p
= ret
+ sprintf(ret
, "%d,%d,%s", x
, y
,
1964 obfuscate ?
"m" : ""); /* 'm' == masked */
1965 for (i
= 0; i
< (area
+3)/4; i
++) {
1969 *p
++ = "0123456789abcdef"[v
& 0xF];
1978 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1979 random_state
*rs
, char **game_desc
)
1983 #ifdef TEST_OBFUSCATION
1984 static int tested_obfuscation
= FALSE
;
1985 if (!tested_obfuscation
) {
1987 * A few simple test vectors for the obfuscator.
1989 * First test: the 28-bit stream 1234567. This divides up
1990 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1991 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1992 * we XOR the 16-bit string 15CE into the input 1234 to get
1993 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1994 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1995 * 12-bit string 337 into the input 567 to get 650. Thus
1996 * our output is 07FA650.
1999 unsigned char bmp1
[] = "\x12\x34\x56\x70";
2000 obfuscate_bitmap(bmp1
, 28, FALSE
);
2001 printf("test 1 encode: %s\n",
2002 memcmp(bmp1
, "\x07\xfa\x65\x00", 4) ?
"failed" : "passed");
2003 obfuscate_bitmap(bmp1
, 28, TRUE
);
2004 printf("test 1 decode: %s\n",
2005 memcmp(bmp1
, "\x12\x34\x56\x70", 4) ?
"failed" : "passed");
2008 * Second test: a long string to make sure we switch from
2009 * one SHA to the next correctly. My input string this time
2010 * is simply fifty bytes of zeroes.
2013 unsigned char bmp2
[50];
2014 unsigned char bmp2a
[50];
2015 memset(bmp2
, 0, 50);
2016 memset(bmp2a
, 0, 50);
2017 obfuscate_bitmap(bmp2
, 50 * 8, FALSE
);
2019 * SHA of twenty-five zero bytes plus "0" is
2020 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
2021 * twenty-five zero bytes plus "1" is
2022 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
2023 * first half becomes
2024 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
2026 * SHA of that lot plus "0" is
2027 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
2028 * same string plus "1" is
2029 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
2030 * second half becomes
2031 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
2033 printf("test 2 encode: %s\n",
2034 memcmp(bmp2
, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
2035 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
2036 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
2037 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
2038 "\xd8\xdf\x78", 50) ?
"failed" : "passed");
2039 obfuscate_bitmap(bmp2
, 50 * 8, TRUE
);
2040 printf("test 2 decode: %s\n",
2041 memcmp(bmp2
, bmp2a
, 50) ?
"failed" : "passed");
2046 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
2049 *game_desc
= describe_layout(grid
, w
* h
, x
, y
, TRUE
);
2054 static char *new_game_desc(game_params
*params
, random_state
*rs
,
2055 game_aux_info
**aux
, int interactive
)
2058 * We generate the coordinates of an initial click even if they
2059 * aren't actually used. This has the effect of harmonising the
2060 * random number usage between interactive and batch use: if
2061 * you use `mines --generate' with an explicit random seed, you
2062 * should get exactly the same results as if you type the same
2063 * random seed into the interactive game and click in the same
2064 * initial location. (Of course you won't get the same grid if
2065 * you click in a _different_ initial location, but there's
2066 * nothing to be done about that.)
2068 int x
= random_upto(rs
, params
->w
);
2069 int y
= random_upto(rs
, params
->h
);
2073 * For batch-generated grids, pre-open one square.
2078 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
2079 x
, y
, params
->unique
, rs
, &desc
);
2083 char *rsdesc
, *desc
;
2085 rsdesc
= random_state_encode(rs
);
2086 desc
= snewn(strlen(rsdesc
) + 100, char);
2087 sprintf(desc
, "r%d,%c,%s", params
->n
, (char)(params
->unique ?
'u' : 'a'), rsdesc
);
2093 static void game_free_aux_info(game_aux_info
*aux
)
2095 assert(!"Shouldn't happen");
2098 static char *validate_desc(game_params
*params
, char *desc
)
2100 int wh
= params
->w
* params
->h
;
2104 if (!*desc
|| !isdigit((unsigned char)*desc
))
2105 return "No initial mine count in game description";
2106 while (*desc
&& isdigit((unsigned char)*desc
))
2107 desc
++; /* skip over mine count */
2109 return "No ',' after initial x-coordinate in game description";
2111 if (*desc
!= 'u' && *desc
!= 'a')
2112 return "No uniqueness specifier in game description";
2115 return "No ',' after uniqueness specifier in game description";
2116 /* now ignore the rest */
2118 if (!*desc
|| !isdigit((unsigned char)*desc
))
2119 return "No initial x-coordinate in game description";
2121 if (x
< 0 || x
>= params
->w
)
2122 return "Initial x-coordinate was out of range";
2123 while (*desc
&& isdigit((unsigned char)*desc
))
2124 desc
++; /* skip over x coordinate */
2126 return "No ',' after initial x-coordinate in game description";
2127 desc
++; /* eat comma */
2128 if (!*desc
|| !isdigit((unsigned char)*desc
))
2129 return "No initial y-coordinate in game description";
2131 if (y
< 0 || y
>= params
->h
)
2132 return "Initial y-coordinate was out of range";
2133 while (*desc
&& isdigit((unsigned char)*desc
))
2134 desc
++; /* skip over y coordinate */
2136 return "No ',' after initial y-coordinate in game description";
2137 desc
++; /* eat comma */
2138 /* eat `m', meaning `masked', if present */
2141 /* now just check length of remainder */
2142 if (strlen(desc
) != (wh
+3)/4)
2143 return "Game description is wrong length";
2149 static int open_square(game_state
*state
, int x
, int y
)
2151 int w
= state
->w
, h
= state
->h
;
2152 int xx
, yy
, nmines
, ncovered
;
2154 if (!state
->layout
->mines
) {
2156 * We have a preliminary game in which the mine layout
2157 * hasn't been generated yet. Generate it based on the
2158 * initial click location.
2161 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
2162 x
, y
, state
->layout
->unique
,
2165 midend_supersede_game_desc(state
->layout
->me
, desc
);
2167 random_free(state
->layout
->rs
);
2168 state
->layout
->rs
= NULL
;
2171 if (state
->layout
->mines
[y
*w
+x
]) {
2173 * The player has landed on a mine. Bad luck. Expose the
2174 * mine that killed them, but not the rest (in case they
2175 * want to Undo and carry on playing).
2178 state
->grid
[y
*w
+x
] = 65;
2183 * Otherwise, the player has opened a safe square. Mark it to-do.
2185 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
2188 * Now go through the grid finding all `todo' values and
2189 * opening them. Every time one of them turns out to have no
2190 * neighbouring mines, we add all its unopened neighbours to
2193 * FIXME: We really ought to be able to do this better than
2194 * using repeated N^2 scans of the grid.
2197 int done_something
= FALSE
;
2199 for (yy
= 0; yy
< h
; yy
++)
2200 for (xx
= 0; xx
< w
; xx
++)
2201 if (state
->grid
[yy
*w
+xx
] == -10) {
2204 assert(!state
->layout
->mines
[yy
*w
+xx
]);
2208 for (dx
= -1; dx
<= +1; dx
++)
2209 for (dy
= -1; dy
<= +1; dy
++)
2210 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2211 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2212 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2215 state
->grid
[yy
*w
+xx
] = v
;
2218 for (dx
= -1; dx
<= +1; dx
++)
2219 for (dy
= -1; dy
<= +1; dy
++)
2220 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2221 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2222 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2223 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2226 done_something
= TRUE
;
2229 if (!done_something
)
2234 * Finally, scan the grid and see if exactly as many squares
2235 * are still covered as there are mines. If so, set the `won'
2236 * flag and fill in mine markers on all covered squares.
2238 nmines
= ncovered
= 0;
2239 for (yy
= 0; yy
< h
; yy
++)
2240 for (xx
= 0; xx
< w
; xx
++) {
2241 if (state
->grid
[yy
*w
+xx
] < 0)
2243 if (state
->layout
->mines
[yy
*w
+xx
])
2246 assert(ncovered
>= nmines
);
2247 if (ncovered
== nmines
) {
2248 for (yy
= 0; yy
< h
; yy
++)
2249 for (xx
= 0; xx
< w
; xx
++) {
2250 if (state
->grid
[yy
*w
+xx
] < 0)
2251 state
->grid
[yy
*w
+xx
] = -1;
2259 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
2261 game_state
*state
= snew(game_state
);
2262 int i
, wh
, x
, y
, ret
, masked
;
2265 state
->w
= params
->w
;
2266 state
->h
= params
->h
;
2267 state
->n
= params
->n
;
2268 state
->dead
= state
->won
= FALSE
;
2269 state
->used_solve
= state
->just_used_solve
= FALSE
;
2271 wh
= state
->w
* state
->h
;
2273 state
->layout
= snew(struct mine_layout
);
2274 memset(state
->layout
, 0, sizeof(struct mine_layout
));
2275 state
->layout
->refcount
= 1;
2277 state
->grid
= snewn(wh
, signed char);
2278 memset(state
->grid
, -2, wh
);
2282 state
->layout
->n
= atoi(desc
);
2283 while (*desc
&& isdigit((unsigned char)*desc
))
2284 desc
++; /* skip over mine count */
2285 if (*desc
) desc
++; /* eat comma */
2287 state
->layout
->unique
= FALSE
;
2289 state
->layout
->unique
= TRUE
;
2291 if (*desc
) desc
++; /* eat comma */
2293 state
->layout
->mines
= NULL
;
2294 state
->layout
->rs
= random_state_decode(desc
);
2295 state
->layout
->me
= me
;
2298 state
->layout
->rs
= NULL
;
2299 state
->layout
->me
= NULL
;
2301 state
->layout
->mines
= snewn(wh
, char);
2303 while (*desc
&& isdigit((unsigned char)*desc
))
2304 desc
++; /* skip over x coordinate */
2305 if (*desc
) desc
++; /* eat comma */
2307 while (*desc
&& isdigit((unsigned char)*desc
))
2308 desc
++; /* skip over y coordinate */
2309 if (*desc
) desc
++; /* eat comma */
2316 * We permit game IDs to be entered by hand without the
2317 * masking transformation.
2322 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2323 memset(bmp
, 0, (wh
+ 7) / 8);
2324 for (i
= 0; i
< (wh
+3)/4; i
++) {
2328 assert(c
!= 0); /* validate_desc should have caught */
2329 if (c
>= '0' && c
<= '9')
2331 else if (c
>= 'a' && c
<= 'f')
2333 else if (c
>= 'A' && c
<= 'F')
2338 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2342 obfuscate_bitmap(bmp
, wh
, TRUE
);
2344 memset(state
->layout
->mines
, 0, wh
);
2345 for (i
= 0; i
< wh
; i
++) {
2346 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2347 state
->layout
->mines
[i
] = 1;
2350 ret
= open_square(state
, x
, y
);
2357 static game_state
*dup_game(game_state
*state
)
2359 game_state
*ret
= snew(game_state
);
2364 ret
->dead
= state
->dead
;
2365 ret
->won
= state
->won
;
2366 ret
->used_solve
= state
->used_solve
;
2367 ret
->just_used_solve
= state
->just_used_solve
;
2368 ret
->layout
= state
->layout
;
2369 ret
->layout
->refcount
++;
2370 ret
->grid
= snewn(ret
->w
* ret
->h
, signed char);
2371 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2376 static void free_game(game_state
*state
)
2378 if (--state
->layout
->refcount
<= 0) {
2379 sfree(state
->layout
->mines
);
2380 if (state
->layout
->rs
)
2381 random_free(state
->layout
->rs
);
2382 sfree(state
->layout
);
2388 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
2392 * Simply expose the entire grid as if it were a completed
2398 if (!state
->layout
->mines
) {
2399 *error
= "Game has not been started yet";
2403 ret
= dup_game(state
);
2404 for (yy
= 0; yy
< ret
->h
; yy
++)
2405 for (xx
= 0; xx
< ret
->w
; xx
++) {
2407 if (ret
->layout
->mines
[yy
*ret
->w
+xx
]) {
2408 ret
->grid
[yy
*ret
->w
+xx
] = -1;
2414 for (dx
= -1; dx
<= +1; dx
++)
2415 for (dy
= -1; dy
<= +1; dy
++)
2416 if (xx
+dx
>= 0 && xx
+dx
< ret
->w
&&
2417 yy
+dy
>= 0 && yy
+dy
< ret
->h
&&
2418 ret
->layout
->mines
[(yy
+dy
)*ret
->w
+(xx
+dx
)])
2421 ret
->grid
[yy
*ret
->w
+xx
] = v
;
2424 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
2430 static char *game_text_format(game_state
*state
)
2435 ret
= snewn((state
->w
+ 1) * state
->h
+ 1, char);
2436 for (y
= 0; y
< state
->h
; y
++) {
2437 for (x
= 0; x
< state
->w
; x
++) {
2438 int v
= state
->grid
[y
*state
->w
+x
];
2441 else if (v
>= 1 && v
<= 8)
2445 else if (v
== -2 || v
== -3)
2449 ret
[y
* (state
->w
+1) + x
] = v
;
2451 ret
[y
* (state
->w
+1) + state
->w
] = '\n';
2453 ret
[(state
->w
+ 1) * state
->h
] = '\0';
2459 int hx
, hy
, hradius
; /* for mouse-down highlights */
2464 static game_ui
*new_ui(game_state
*state
)
2466 game_ui
*ui
= snew(game_ui
);
2467 ui
->hx
= ui
->hy
= -1;
2470 ui
->flash_is_death
= FALSE
; /* *shrug* */
2474 static void free_ui(game_ui
*ui
)
2479 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2480 game_state
*newstate
)
2484 struct game_drawstate
{
2485 int w
, h
, started
, tilesize
;
2488 * Items in this `grid' array have all the same values as in
2489 * the game_state grid, and in addition:
2491 * - -10 means the tile was drawn `specially' as a result of a
2492 * flash, so it will always need redrawing.
2494 * - -22 and -23 mean the tile is highlighted for a possible
2499 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2500 int x
, int y
, int button
)
2505 if (from
->dead
|| from
->won
)
2506 return NULL
; /* no further moves permitted */
2508 if (!IS_MOUSE_DOWN(button
) && !IS_MOUSE_DRAG(button
) &&
2509 !IS_MOUSE_RELEASE(button
))
2515 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
||
2516 button
== MIDDLE_BUTTON
|| button
== MIDDLE_DRAG
) {
2517 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2521 * Mouse-downs and mouse-drags just cause highlighting
2526 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ?
1 : 0);
2530 if (button
== RIGHT_BUTTON
) {
2531 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2535 * Right-clicking only works on a covered square, and it
2536 * toggles between -1 (marked as mine) and -2 (not marked
2539 * FIXME: question marks.
2541 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2542 from
->grid
[cy
* from
->w
+ cx
] != -1)
2545 ret
= dup_game(from
);
2546 ret
->just_used_solve
= FALSE
;
2547 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2552 if (button
== LEFT_RELEASE
|| button
== MIDDLE_RELEASE
) {
2553 ui
->hx
= ui
->hy
= -1;
2557 * At this stage we must never return NULL: we have adjusted
2558 * the ui, so at worst we return `from'.
2560 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2564 * Left-clicking on a covered square opens a tile. Not
2565 * permitted if the tile is marked as a mine, for safety.
2566 * (Unmark it and _then_ open it.)
2568 if (button
== LEFT_RELEASE
&&
2569 (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2570 from
->grid
[cy
* from
->w
+ cx
] == -3)) {
2571 ret
= dup_game(from
);
2572 ret
->just_used_solve
= FALSE
;
2573 open_square(ret
, cx
, cy
);
2580 * Left-clicking or middle-clicking on an uncovered tile:
2581 * first we check to see if the number of mine markers
2582 * surrounding the tile is equal to its mine count, and if
2583 * so then we open all other surrounding squares.
2585 if (from
->grid
[cy
* from
->w
+ cx
] > 0) {
2588 /* Count mine markers. */
2590 for (dy
= -1; dy
<= +1; dy
++)
2591 for (dx
= -1; dx
<= +1; dx
++)
2592 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2593 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2594 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2598 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2599 ret
= dup_game(from
);
2600 ret
->just_used_solve
= FALSE
;
2601 for (dy
= -1; dy
<= +1; dy
++)
2602 for (dx
= -1; dx
<= +1; dx
++)
2603 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2604 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2605 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2606 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2607 open_square(ret
, cx
+dx
, cy
+dy
);
2620 /* ----------------------------------------------------------------------
2624 static void game_size(game_params
*params
, game_drawstate
*ds
,
2625 int *x
, int *y
, int expand
)
2629 * Each window dimension equals the tile size times 3 more than
2630 * the grid dimension (the border is 3/2 the width of the
2633 tsx
= *x
/ (params
->w
+ 3);
2634 tsy
= *y
/ (params
->h
+ 3);
2639 ds
->tilesize
= min(ts
, PREFERRED_TILE_SIZE
);
2641 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2642 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2645 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2647 float *ret
= snewn(3 * NCOLOURS
, float);
2649 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2651 ret
[COL_BACKGROUND2
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 19.0 / 20.0;
2652 ret
[COL_BACKGROUND2
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 19.0 / 20.0;
2653 ret
[COL_BACKGROUND2
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 19.0 / 20.0;
2655 ret
[COL_1
* 3 + 0] = 0.0F
;
2656 ret
[COL_1
* 3 + 1] = 0.0F
;
2657 ret
[COL_1
* 3 + 2] = 1.0F
;
2659 ret
[COL_2
* 3 + 0] = 0.0F
;
2660 ret
[COL_2
* 3 + 1] = 0.5F
;
2661 ret
[COL_2
* 3 + 2] = 0.0F
;
2663 ret
[COL_3
* 3 + 0] = 1.0F
;
2664 ret
[COL_3
* 3 + 1] = 0.0F
;
2665 ret
[COL_3
* 3 + 2] = 0.0F
;
2667 ret
[COL_4
* 3 + 0] = 0.0F
;
2668 ret
[COL_4
* 3 + 1] = 0.0F
;
2669 ret
[COL_4
* 3 + 2] = 0.5F
;
2671 ret
[COL_5
* 3 + 0] = 0.5F
;
2672 ret
[COL_5
* 3 + 1] = 0.0F
;
2673 ret
[COL_5
* 3 + 2] = 0.0F
;
2675 ret
[COL_6
* 3 + 0] = 0.0F
;
2676 ret
[COL_6
* 3 + 1] = 0.5F
;
2677 ret
[COL_6
* 3 + 2] = 0.5F
;
2679 ret
[COL_7
* 3 + 0] = 0.0F
;
2680 ret
[COL_7
* 3 + 1] = 0.0F
;
2681 ret
[COL_7
* 3 + 2] = 0.0F
;
2683 ret
[COL_8
* 3 + 0] = 0.5F
;
2684 ret
[COL_8
* 3 + 1] = 0.5F
;
2685 ret
[COL_8
* 3 + 2] = 0.5F
;
2687 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2688 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2689 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2691 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2692 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2693 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2695 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2696 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2697 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2699 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2700 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2701 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2703 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2704 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2705 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2707 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2708 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2709 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2711 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2712 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2713 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2715 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
2716 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
2717 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
2719 *ncolours
= NCOLOURS
;
2723 static game_drawstate
*game_new_drawstate(game_state
*state
)
2725 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2729 ds
->started
= FALSE
;
2730 ds
->tilesize
= 0; /* not decided yet */
2731 ds
->grid
= snewn(ds
->w
* ds
->h
, signed char);
2733 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2738 static void game_free_drawstate(game_drawstate
*ds
)
2744 static void draw_tile(frontend
*fe
, game_drawstate
*ds
,
2745 int x
, int y
, int v
, int bg
)
2751 if (v
== -22 || v
== -23) {
2755 * Omit the highlights in this case.
2757 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2758 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
);
2759 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2760 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2763 * Draw highlights to indicate the square is covered.
2765 coords
[0] = x
+ TILE_SIZE
- 1;
2766 coords
[1] = y
+ TILE_SIZE
- 1;
2767 coords
[2] = x
+ TILE_SIZE
- 1;
2770 coords
[5] = y
+ TILE_SIZE
- 1;
2771 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
^ hl
);
2772 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
^ hl
);
2776 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
^ hl
);
2777 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
^ hl
);
2779 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2780 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2788 #define SETCOORD(n, dx, dy) do { \
2789 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2790 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2792 SETCOORD(0, 0.6, 0.35);
2793 SETCOORD(1, 0.6, 0.7);
2794 SETCOORD(2, 0.8, 0.8);
2795 SETCOORD(3, 0.25, 0.8);
2796 SETCOORD(4, 0.55, 0.7);
2797 SETCOORD(5, 0.55, 0.35);
2798 draw_polygon(fe
, coords
, 6, TRUE
, COL_FLAGBASE
);
2799 draw_polygon(fe
, coords
, 6, FALSE
, COL_FLAGBASE
);
2801 SETCOORD(0, 0.6, 0.2);
2802 SETCOORD(1, 0.6, 0.5);
2803 SETCOORD(2, 0.2, 0.35);
2804 draw_polygon(fe
, coords
, 3, TRUE
, COL_FLAG
);
2805 draw_polygon(fe
, coords
, 3, FALSE
, COL_FLAG
);
2808 } else if (v
== -3) {
2810 * Draw a question mark.
2812 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2813 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2814 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2819 * Clear the square to the background colour, and draw thin
2820 * grid lines along the top and left.
2822 * Exception is that for value 65 (mine we've just trodden
2823 * on), we clear the square to COL_BANG.
2825 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2826 (v
== 65 ? COL_BANG
:
2827 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
));
2828 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2829 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2831 if (v
> 0 && v
<= 8) {
2838 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2839 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2840 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2841 (COL_1
- 1) + v
, str
);
2843 } else if (v
>= 64) {
2847 * FIXME: this could be done better!
2850 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2851 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2852 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2856 int cx
= x
+ TILE_SIZE
/ 2;
2857 int cy
= y
+ TILE_SIZE
/ 2;
2858 int r
= TILE_SIZE
/ 2 - 3;
2860 int xdx
= 1, xdy
= 0, ydx
= 0, ydy
= 1;
2863 for (i
= 0; i
< 4*5*2; i
+= 5*2) {
2864 coords
[i
+2*0+0] = cx
- r
/6*xdx
+ r
*4/5*ydx
;
2865 coords
[i
+2*0+1] = cy
- r
/6*xdy
+ r
*4/5*ydy
;
2866 coords
[i
+2*1+0] = cx
- r
/6*xdx
+ r
*ydx
;
2867 coords
[i
+2*1+1] = cy
- r
/6*xdy
+ r
*ydy
;
2868 coords
[i
+2*2+0] = cx
+ r
/6*xdx
+ r
*ydx
;
2869 coords
[i
+2*2+1] = cy
+ r
/6*xdy
+ r
*ydy
;
2870 coords
[i
+2*3+0] = cx
+ r
/6*xdx
+ r
*4/5*ydx
;
2871 coords
[i
+2*3+1] = cy
+ r
/6*xdy
+ r
*4/5*ydy
;
2872 coords
[i
+2*4+0] = cx
+ r
*3/5*xdx
+ r
*3/5*ydx
;
2873 coords
[i
+2*4+1] = cy
+ r
*3/5*xdy
+ r
*3/5*ydy
;
2883 draw_polygon(fe
, coords
, 5*4, TRUE
, COL_MINE
);
2884 draw_polygon(fe
, coords
, 5*4, FALSE
, COL_MINE
);
2886 draw_rect(fe
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2892 * Cross through the mine.
2895 for (dx
= -1; dx
<= +1; dx
++) {
2896 draw_line(fe
, x
+ 3 + dx
, y
+ 2,
2897 x
+ TILE_SIZE
- 3 + dx
,
2898 y
+ TILE_SIZE
- 2, COL_CROSS
);
2899 draw_line(fe
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2900 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2907 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2910 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2911 game_state
*state
, int dir
, game_ui
*ui
,
2912 float animtime
, float flashtime
)
2915 int mines
, markers
, bg
;
2918 int frame
= (flashtime
/ FLASH_FRAME
);
2920 bg
= (ui
->flash_is_death ? COL_BACKGROUND
: COL_LOWLIGHT
);
2922 bg
= (ui
->flash_is_death ? COL_BANG
: COL_HIGHLIGHT
);
2924 bg
= COL_BACKGROUND
;
2930 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2931 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2932 draw_update(fe
, 0, 0,
2933 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2934 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2937 * Recessed area containing the whole puzzle.
2939 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2940 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2941 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2942 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2943 coords
[4] = coords
[2] - TILE_SIZE
;
2944 coords
[5] = coords
[3] + TILE_SIZE
;
2945 coords
[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2946 coords
[9] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2947 coords
[6] = coords
[8] + TILE_SIZE
;
2948 coords
[7] = coords
[9] - TILE_SIZE
;
2949 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
2950 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
2952 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2953 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2954 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
2955 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
2961 * Now draw the tiles. Also in this loop, count up the number
2962 * of mines and mine markers.
2964 mines
= markers
= 0;
2965 for (y
= 0; y
< ds
->h
; y
++)
2966 for (x
= 0; x
< ds
->w
; x
++) {
2967 int v
= state
->grid
[y
*ds
->w
+x
];
2971 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
2974 if ((v
== -2 || v
== -3) &&
2975 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
2978 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= COL_BACKGROUND
) {
2979 draw_tile(fe
, ds
, COORD(x
), COORD(y
), v
, bg
);
2980 ds
->grid
[y
*ds
->w
+x
] = (bg
== COL_BACKGROUND ? v
: -10);
2984 if (!state
->layout
->mines
)
2985 mines
= state
->layout
->n
;
2988 * Update the status bar.
2991 char statusbar
[512];
2993 sprintf(statusbar
, "DEAD!");
2994 } else if (state
->won
) {
2995 if (state
->used_solve
)
2996 sprintf(statusbar
, "Auto-solved.");
2998 sprintf(statusbar
, "COMPLETED!");
3000 sprintf(statusbar
, "Marked: %d / %d", markers
, mines
);
3003 sprintf(statusbar
+ strlen(statusbar
),
3004 " Deaths: %d", ui
->deaths
);
3005 status_bar(fe
, statusbar
);
3009 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
3010 int dir
, game_ui
*ui
)
3015 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
3016 int dir
, game_ui
*ui
)
3018 if (oldstate
->used_solve
|| newstate
->used_solve
)
3021 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
3022 if (newstate
->dead
) {
3023 ui
->flash_is_death
= TRUE
;
3024 return 3 * FLASH_FRAME
;
3026 if (newstate
->won
) {
3027 ui
->flash_is_death
= FALSE
;
3028 return 2 * FLASH_FRAME
;
3034 static int game_wants_statusbar(void)
3039 static int game_timing_state(game_state
*state
)
3041 if (state
->dead
|| state
->won
|| !state
->layout
->mines
)
3047 #define thegame mines
3050 const struct game thegame
= {
3051 "Mines", "games.mines",
3058 TRUE
, game_configure
, custom_params
,
3067 TRUE
, game_text_format
,
3075 game_free_drawstate
,
3079 game_wants_statusbar
,
3080 TRUE
, game_timing_state
,
3081 BUTTON_BEATS(LEFT_BUTTON
, RIGHT_BUTTON
),
3084 #ifdef STANDALONE_OBFUSCATOR
3087 * Vaguely useful stand-alone program which translates between
3088 * obfuscated and clear Mines game descriptions. Pass in a game
3089 * description on the command line, and if it's clear it will be
3090 * obfuscated and vice versa. The output text should also be a
3091 * valid game ID describing the same game. Like this:
3093 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3094 * 9x9:4,4,004000007c00010022080
3095 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3096 * 9x9:4,4,mb071b49fbd1cb6a0d5868
3098 * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c
3103 void frontend_default_colour(frontend
*fe
, float *output
) {}
3104 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
3105 int align
, int colour
, char *text
) {}
3106 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
) {}
3107 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
) {}
3108 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
3109 int fill
, int colour
) {}
3110 void clip(frontend
*fe
, int x
, int y
, int w
, int h
) {}
3111 void unclip(frontend
*fe
) {}
3112 void start_draw(frontend
*fe
) {}
3113 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
) {}
3114 void end_draw(frontend
*fe
) {}
3115 void midend_supersede_game_desc(midend_data
*me
, char *desc
) {}
3116 void status_bar(frontend
*fe
, char *text
) {}
3118 void fatal(char *fmt
, ...)
3122 fprintf(stderr
, "fatal error: ");
3125 vfprintf(stderr
, fmt
, ap
);
3128 fprintf(stderr
, "\n");
3132 int main(int argc
, char **argv
)
3137 char *id
= NULL
, *desc
, *err
;
3141 while (--argc
> 0) {
3144 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0]);
3152 fprintf(stderr
, "usage: %s <game_id>\n", argv
[0]);
3156 desc
= strchr(id
, ':');
3158 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
3163 p
= default_params();
3164 decode_params(p
, id
);
3165 err
= validate_desc(p
, desc
);
3167 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
3170 s
= new_game(NULL
, p
, desc
);
3173 while (*desc
&& *desc
!= ',') desc
++;
3176 while (*desc
&& *desc
!= ',') desc
++;
3179 printf("%s:%s\n", id
, describe_layout(s
->layout
->mines
,