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
,
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 )
35 #define FLASH_FRAME 0.13F
44 * This structure is shared between all the game_states for a
45 * given instance of the puzzle, so we reference-count it.
50 * If we haven't yet actually generated the mine layout, here's
51 * all the data we will need to do so.
55 midend_data
*me
; /* to give back the new game desc */
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 */
64 * Each item in the `grid' array is one of the following values:
66 * - 0 to 8 mean the square is open and has a surrounding mine
69 * - -1 means the square is marked as a mine.
71 * - -2 means the square is unknown.
73 * - -3 means the square is marked with a question mark
74 * (FIXME: do we even want to bother with this?).
76 * - 64 means the square has had a mine revealed when the game
79 * - 65 means the square had a mine revealed and this was the
80 * one the player hits.
82 * - 66 means the square has a crossed-out mine because the
83 * player had incorrectly marked it.
87 static game_params
*default_params(void)
89 game_params
*ret
= snew(game_params
);
98 static const struct game_params mines_presets
[] = {
104 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
109 if (i
< 0 || i
>= lenof(mines_presets
))
112 ret
= snew(game_params
);
113 *ret
= mines_presets
[i
];
115 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
122 static void free_params(game_params
*params
)
127 static game_params
*dup_params(game_params
*params
)
129 game_params
*ret
= snew(game_params
);
130 *ret
= *params
; /* structure copy */
134 static void decode_params(game_params
*params
, char const *string
)
136 char const *p
= string
;
139 while (*p
&& isdigit((unsigned char)*p
)) p
++;
143 while (*p
&& isdigit((unsigned char)*p
)) p
++;
145 params
->h
= params
->w
;
150 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
152 params
->n
= params
->w
* params
->h
/ 10;
158 params
->unique
= FALSE
;
160 p
++; /* skip any other gunk */
164 static char *encode_params(game_params
*params
, int full
)
169 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
171 * Mine count is a generation-time parameter, since it can be
172 * deduced from the mine bitmap!
175 len
+= sprintf(ret
+len
, "n%d", params
->n
);
176 if (full
&& !params
->unique
)
178 assert(len
< lenof(ret
));
184 static config_item
*game_configure(game_params
*params
)
189 ret
= snewn(5, config_item
);
191 ret
[0].name
= "Width";
192 ret
[0].type
= C_STRING
;
193 sprintf(buf
, "%d", params
->w
);
194 ret
[0].sval
= dupstr(buf
);
197 ret
[1].name
= "Height";
198 ret
[1].type
= C_STRING
;
199 sprintf(buf
, "%d", params
->h
);
200 ret
[1].sval
= dupstr(buf
);
203 ret
[2].name
= "Mines";
204 ret
[2].type
= C_STRING
;
205 sprintf(buf
, "%d", params
->n
);
206 ret
[2].sval
= dupstr(buf
);
209 ret
[3].name
= "Ensure solubility";
210 ret
[3].type
= C_BOOLEAN
;
212 ret
[3].ival
= params
->unique
;
222 static game_params
*custom_params(config_item
*cfg
)
224 game_params
*ret
= snew(game_params
);
226 ret
->w
= atoi(cfg
[0].sval
);
227 ret
->h
= atoi(cfg
[1].sval
);
228 ret
->n
= atoi(cfg
[2].sval
);
229 if (strchr(cfg
[2].sval
, '%'))
230 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
231 ret
->unique
= cfg
[3].ival
;
236 static char *validate_params(game_params
*params
)
239 * Lower limit on grid size: each dimension must be at least 3.
240 * 1 is theoretically workable if rather boring, but 2 is a
241 * real problem: there is often _no_ way to generate a uniquely
242 * solvable 2xn Mines grid. You either run into two mines
243 * blocking the way and no idea what's behind them, or one mine
244 * and no way to know which of the two rows it's in. If the
245 * mine count is even you can create a soluble grid by packing
246 * all the mines at one end (so what when you hit a two-mine
247 * wall there are only as many covered squares left as there
248 * are mines); but if it's odd, you are doomed, because you
249 * _have_ to have a gap somewhere which you can't determine the
252 if (params
->w
<= 2 || params
->h
<= 2)
253 return "Width and height must both be greater than two";
254 if (params
->n
> params
->w
* params
->h
- 9)
255 return "Too many mines for grid size";
258 * FIXME: Need more constraints here. Not sure what the
259 * sensible limits for Minesweeper actually are. The limits
260 * probably ought to change, however, depending on uniqueness.
266 /* ----------------------------------------------------------------------
267 * Minesweeper solver, used to ensure the generated grids are
268 * solvable without having to take risks.
272 * Count the bits in a word. Only needs to cope with 16 bits.
274 static int bitcount16(int word
)
276 word
= ((word
& 0xAAAA) >> 1) + (word
& 0x5555);
277 word
= ((word
& 0xCCCC) >> 2) + (word
& 0x3333);
278 word
= ((word
& 0xF0F0) >> 4) + (word
& 0x0F0F);
279 word
= ((word
& 0xFF00) >> 8) + (word
& 0x00FF);
285 * We use a tree234 to store a large number of small localised
286 * sets, each with a mine count. We also keep some of those sets
287 * linked together into a to-do list.
290 short x
, y
, mask
, mines
;
292 struct set
*prev
, *next
;
295 static int setcmp(void *av
, void *bv
)
297 struct set
*a
= (struct set
*)av
;
298 struct set
*b
= (struct set
*)bv
;
302 else if (a
->y
> b
->y
)
304 else if (a
->x
< b
->x
)
306 else if (a
->x
> b
->x
)
308 else if (a
->mask
< b
->mask
)
310 else if (a
->mask
> b
->mask
)
318 struct set
*todo_head
, *todo_tail
;
321 static struct setstore
*ss_new(void)
323 struct setstore
*ss
= snew(struct setstore
);
324 ss
->sets
= newtree234(setcmp
);
325 ss
->todo_head
= ss
->todo_tail
= NULL
;
330 * Take two input sets, in the form (x,y,mask). Munge the first by
331 * taking either its intersection with the second or its difference
332 * with the second. Return the new mask part of the first set.
334 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
338 * Adjust the second set so that it has the same x,y
339 * coordinates as the first.
341 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
345 mask2
&= ~(4|32|256);
355 mask2
&= ~(64|128|256);
367 * Invert the second set if `diff' is set (we're after A &~ B
368 * rather than A & B).
374 * Now all that's left is a logical AND.
376 return mask1
& mask2
;
379 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
382 return; /* already on it */
384 #ifdef SOLVER_DIAGNOSTICS
385 printf("adding set on todo list: %d,%d %03x %d\n",
386 s
->x
, s
->y
, s
->mask
, s
->mines
);
389 s
->prev
= ss
->todo_tail
;
399 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
406 * Normalise so that x and y are genuinely the bounding
409 while (!(mask
& (1|8|64)))
411 while (!(mask
& (1|2|4)))
415 * Create a set structure and add it to the tree.
417 s
= snew(struct set
);
423 if (add234(ss
->sets
, s
) != s
) {
425 * This set already existed! Free it and return.
432 * We've added a new set to the tree, so put it on the todo
438 static void ss_remove(struct setstore
*ss
, struct set
*s
)
440 struct set
*next
= s
->next
, *prev
= s
->prev
;
442 #ifdef SOLVER_DIAGNOSTICS
443 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
446 * Remove s from the todo list.
450 else if (s
== ss
->todo_head
)
451 ss
->todo_head
= next
;
455 else if (s
== ss
->todo_tail
)
456 ss
->todo_tail
= prev
;
461 * Remove s from the tree.
466 * Destroy the actual set structure.
472 * Return a dynamically allocated list of all the sets which
473 * overlap a provided input set.
475 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
477 struct set
**ret
= NULL
;
478 int nret
= 0, retsize
= 0;
481 for (xx
= x
-3; xx
< x
+3; xx
++)
482 for (yy
= y
-3; yy
< y
+3; yy
++) {
487 * Find the first set with these top left coordinates.
493 if (findrelpos234(ss
->sets
, &stmp
, NULL
, REL234_GE
, &pos
)) {
494 while ((s
= index234(ss
->sets
, pos
)) != NULL
&&
495 s
->x
== xx
&& s
->y
== yy
) {
497 * This set potentially overlaps the input one.
498 * Compute the intersection to see if they
499 * really overlap, and add it to the list if
502 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
504 * There's an overlap.
506 if (nret
>= retsize
) {
508 ret
= sresize(ret
, retsize
, struct set
*);
518 ret
= sresize(ret
, nret
+1, struct set
*);
525 * Get an element from the head of the set todo list.
527 static struct set
*ss_todo(struct setstore
*ss
)
530 struct set
*ret
= ss
->todo_head
;
531 ss
->todo_head
= ret
->next
;
533 ss
->todo_head
->prev
= NULL
;
535 ss
->todo_tail
= NULL
;
536 ret
->next
= ret
->prev
= NULL
;
549 static void std_add(struct squaretodo
*std
, int i
)
552 std
->next
[std
->tail
] = i
;
559 typedef int (*open_cb
)(void *, int, int);
561 static void known_squares(int w
, int h
, struct squaretodo
*std
,
563 open_cb open
, void *openctx
,
564 int x
, int y
, int mask
, int mine
)
570 for (yy
= 0; yy
< 3; yy
++)
571 for (xx
= 0; xx
< 3; xx
++) {
573 int i
= (y
+ yy
) * w
+ (x
+ xx
);
576 * It's possible that this square is _already_
577 * known, in which case we don't try to add it to
583 grid
[i
] = -1; /* and don't open it! */
585 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
586 assert(grid
[i
] != -1); /* *bang* */
597 * This is data returned from the `perturb' function. It details
598 * which squares have become mines and which have become clear. The
599 * solver is (of course) expected to honourably not use that
600 * knowledge directly, but to efficently adjust its internal data
601 * structures and proceed based on only the information it
604 struct perturbation
{
606 int delta
; /* +1 == become a mine; -1 == cleared */
608 struct perturbations
{
610 struct perturbation
*changes
;
614 * Main solver entry point. You give it a grid of existing
615 * knowledge (-1 for a square known to be a mine, 0-8 for empty
616 * squares with a given number of neighbours, -2 for completely
617 * unknown), plus a function which you can call to open new squares
618 * once you're confident of them. It fills in as much more of the
623 * - -1 means deduction stalled and nothing could be done
624 * - 0 means deduction succeeded fully
625 * - >0 means deduction succeeded but some number of perturbation
626 * steps were required; the exact return value is the number of
630 typedef struct perturbations
*(*perturb_cb
) (void *, signed char *, int, int, int);
632 static int minesolve(int w
, int h
, int n
, signed char *grid
,
635 void *ctx
, random_state
*rs
)
637 struct setstore
*ss
= ss_new();
639 struct squaretodo astd
, *std
= &astd
;
644 * Set up a linked list of squares with known contents, so that
645 * we can process them one by one.
647 std
->next
= snewn(w
*h
, int);
648 std
->head
= std
->tail
= -1;
651 * Initialise that list with all known squares in the input
654 for (y
= 0; y
< h
; y
++) {
655 for (x
= 0; x
< w
; x
++) {
663 * Main deductive loop.
666 int done_something
= FALSE
;
670 * If there are any known squares on the todo list, process
671 * them and construct a set for each.
673 while (std
->head
!= -1) {
675 #ifdef SOLVER_DIAGNOSTICS
676 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
678 std
->head
= std
->next
[i
];
686 int dx
, dy
, mines
, bit
, val
;
687 #ifdef SOLVER_DIAGNOSTICS
688 printf("creating set around this square\n");
691 * Empty square. Construct the set of non-known squares
692 * around this one, and determine its mine count.
697 for (dy
= -1; dy
<= +1; dy
++) {
698 for (dx
= -1; dx
<= +1; dx
++) {
699 #ifdef SOLVER_DIAGNOSTICS
700 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
702 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
703 /* ignore this one */;
704 else if (grid
[i
+dy
*w
+dx
] == -1)
706 else if (grid
[i
+dy
*w
+dx
] == -2)
712 ss_add(ss
, x
-1, y
-1, val
, mines
);
716 * Now, whether the square is empty or full, we must
717 * find any set which contains it and replace it with
718 * one which does not.
721 #ifdef SOLVER_DIAGNOSTICS
722 printf("finding sets containing known square %d,%d\n", x
, y
);
724 list
= ss_overlap(ss
, x
, y
, 1);
726 for (j
= 0; list
[j
]; j
++) {
727 int newmask
, newmines
;
732 * Compute the mask for this set minus the
733 * newly known square.
735 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
738 * Compute the new mine count.
740 newmines
= s
->mines
- (grid
[i
] == -1);
743 * Insert the new set into the collection,
744 * unless it's been whittled right down to
748 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
751 * Destroy the old one; it is actually obsolete.
760 * Marking a fresh square as known certainly counts as
763 done_something
= TRUE
;
767 * Now pick a set off the to-do list and attempt deductions
770 if ((s
= ss_todo(ss
)) != NULL
) {
772 #ifdef SOLVER_DIAGNOSTICS
773 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
776 * Firstly, see if this set has a mine count of zero or
777 * of its own cardinality.
779 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
781 * If so, we can immediately mark all the squares
782 * in the set as known.
784 #ifdef SOLVER_DIAGNOSTICS
787 known_squares(w
, h
, std
, grid
, open
, ctx
,
788 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
791 * Having done that, we need do nothing further
792 * with this set; marking all the squares in it as
793 * known will eventually eliminate it, and will
794 * also permit further deductions about anything
801 * Failing that, we now search through all the sets
802 * which overlap this one.
804 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
806 for (j
= 0; list
[j
]; j
++) {
807 struct set
*s2
= list
[j
];
808 int swing
, s2wing
, swc
, s2wc
;
811 * Find the non-overlapping parts s2-s and s-s2,
812 * and their cardinalities.
814 * I'm going to refer to these parts as `wings'
815 * surrounding the central part common to both
816 * sets. The `s wing' is s-s2; the `s2 wing' is
819 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
821 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
823 swc
= bitcount16(swing
);
824 s2wc
= bitcount16(s2wing
);
827 * If one set has more mines than the other, and
828 * the number of extra mines is equal to the
829 * cardinality of that set's wing, then we can mark
830 * every square in the wing as a known mine, and
831 * every square in the other wing as known clear.
833 if (swc
== s
->mines
- s2
->mines
||
834 s2wc
== s2
->mines
- s
->mines
) {
835 known_squares(w
, h
, std
, grid
, open
, ctx
,
837 (swc
== s
->mines
- s2
->mines
));
838 known_squares(w
, h
, std
, grid
, open
, ctx
,
839 s2
->x
, s2
->y
, s2wing
,
840 (s2wc
== s2
->mines
- s
->mines
));
845 * Failing that, see if one set is a subset of the
846 * other. If so, we can divide up the mine count of
847 * the larger set between the smaller set and its
848 * complement, even if neither smaller set ends up
849 * being immediately clearable.
851 if (swc
== 0 && s2wc
!= 0) {
852 /* s is a subset of s2. */
853 assert(s2
->mines
> s
->mines
);
854 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
855 } else if (s2wc
== 0 && swc
!= 0) {
856 /* s2 is a subset of s. */
857 assert(s
->mines
> s2
->mines
);
858 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
865 * In this situation we have definitely done
866 * _something_, even if it's only reducing the size of
869 done_something
= TRUE
;
872 * We have nothing left on our todo list, which means
873 * all localised deductions have failed. Our next step
874 * is to resort to global deduction based on the total
875 * mine count. This is computationally expensive
876 * compared to any of the above deductions, which is
877 * why we only ever do it when all else fails, so that
878 * hopefully it won't have to happen too often.
880 * If you pass n<0 into this solver, that informs it
881 * that you do not know the total mine count, so it
882 * won't even attempt these deductions.
885 int minesleft
, squaresleft
;
886 int nsets
, setused
[10], cursor
;
889 * Start by scanning the current grid state to work out
890 * how many unknown squares we still have, and how many
891 * mines are to be placed in them.
895 for (i
= 0; i
< w
*h
; i
++) {
898 else if (grid
[i
] == -2)
902 #ifdef SOLVER_DIAGNOSTICS
903 printf("global deduction time: squaresleft=%d minesleft=%d\n",
904 squaresleft
, minesleft
);
905 for (y
= 0; y
< h
; y
++) {
906 for (x
= 0; x
< w
; x
++) {
922 * If there _are_ no unknown squares, we have actually
925 if (squaresleft
== 0) {
926 assert(minesleft
== 0);
931 * First really simple case: if there are no more mines
932 * left, or if there are exactly as many mines left as
933 * squares to play them in, then it's all easy.
935 if (minesleft
== 0 || minesleft
== squaresleft
) {
936 for (i
= 0; i
< w
*h
; i
++)
938 known_squares(w
, h
, std
, grid
, open
, ctx
,
939 i
% w
, i
/ w
, 1, minesleft
!= 0);
940 continue; /* now go back to main deductive loop */
944 * Failing that, we have to do some _real_ work.
945 * Ideally what we do here is to try every single
946 * combination of the currently available sets, in an
947 * attempt to find a disjoint union (i.e. a set of
948 * squares with a known mine count between them) such
949 * that the remaining unknown squares _not_ contained
950 * in that union either contain no mines or are all
953 * Actually enumerating all 2^n possibilities will get
954 * a bit slow for large n, so I artificially cap this
955 * recursion at n=10 to avoid too much pain.
957 nsets
= count234(ss
->sets
);
958 if (nsets
<= lenof(setused
)) {
960 * Doing this with actual recursive function calls
961 * would get fiddly because a load of local
962 * variables from this function would have to be
963 * passed down through the recursion. So instead
964 * I'm going to use a virtual recursion within this
965 * function. The way this works is:
967 * - we have an array `setused', such that
968 * setused[n] is 0 or 1 depending on whether set
969 * n is currently in the union we are
972 * - we have a value `cursor' which indicates how
973 * much of `setused' we have so far filled in.
974 * It's conceptually the recursion depth.
976 * We begin by setting `cursor' to zero. Then:
978 * - if cursor can advance, we advance it by one.
979 * We set the value in `setused' that it went
980 * past to 1 if that set is disjoint from
981 * anything else currently in `setused', or to 0
984 * - If cursor cannot advance because it has
985 * reached the end of the setused list, then we
986 * have a maximal disjoint union. Check to see
987 * whether its mine count has any useful
988 * properties. If so, mark all the squares not
989 * in the union as known and terminate.
991 * - If cursor has reached the end of setused and
992 * the algorithm _hasn't_ terminated, back
993 * cursor up to the nearest 1, turn it into a 0
994 * and advance cursor just past it.
996 * - If we attempt to back up to the nearest 1 and
997 * there isn't one at all, then we have gone
998 * through all disjoint unions of sets in the
999 * list and none of them has been helpful, so we
1002 struct set
*sets
[lenof(setused
)];
1003 for (i
= 0; i
< nsets
; i
++)
1004 sets
[i
] = index234(ss
->sets
, i
);
1009 if (cursor
< nsets
) {
1012 /* See if any existing set overlaps this one. */
1013 for (i
= 0; i
< cursor
; i
++)
1015 setmunge(sets
[cursor
]->x
,
1018 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1026 * We're adding this set to our union,
1027 * so adjust minesleft and squaresleft
1030 minesleft
-= sets
[cursor
]->mines
;
1031 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1034 setused
[cursor
++] = ok
;
1036 #ifdef SOLVER_DIAGNOSTICS
1037 printf("trying a set combination with %d %d\n",
1038 squaresleft
, minesleft
);
1039 #endif /* SOLVER_DIAGNOSTICS */
1042 * We've reached the end. See if we've got
1043 * anything interesting.
1045 if (squaresleft
> 0 &&
1046 (minesleft
== 0 || minesleft
== squaresleft
)) {
1048 * We have! There is at least one
1049 * square not contained within the set
1050 * union we've just found, and we can
1051 * deduce that either all such squares
1052 * are mines or all are not (depending
1053 * on whether minesleft==0). So now all
1054 * we have to do is actually go through
1055 * the grid, find those squares, and
1058 for (i
= 0; i
< w
*h
; i
++)
1059 if (grid
[i
] == -2) {
1063 for (j
= 0; j
< nsets
; j
++)
1065 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1066 sets
[j
]->mask
, x
, y
, 1,
1072 known_squares(w
, h
, std
, grid
,
1074 x
, y
, 1, minesleft
!= 0);
1077 done_something
= TRUE
;
1078 break; /* return to main deductive loop */
1082 * If we reach here, then this union hasn't
1083 * done us any good, so move on to the
1084 * next. Backtrack cursor to the nearest 1,
1085 * change it to a 0 and continue.
1087 while (--cursor
>= 0 && !setused
[cursor
]);
1089 assert(setused
[cursor
]);
1092 * We're removing this set from our
1093 * union, so re-increment minesleft and
1096 minesleft
+= sets
[cursor
]->mines
;
1097 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1099 setused
[cursor
++] = 0;
1102 * We've backtracked all the way to the
1103 * start without finding a single 1,
1104 * which means that our virtual
1105 * recursion is complete and nothing
1120 #ifdef SOLVER_DIAGNOSTICS
1122 * Dump the current known state of the grid.
1124 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1125 for (y
= 0; y
< h
; y
++) {
1126 for (x
= 0; x
< w
; x
++) {
1127 int v
= grid
[y
*w
+x
];
1143 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1144 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1149 * Now we really are at our wits' end as far as solving
1150 * this grid goes. Our only remaining option is to call
1151 * a perturb function and ask it to modify the grid to
1155 struct perturbations
*ret
;
1161 * Choose a set at random from the current selection,
1162 * and ask the perturb function to either fill or empty
1165 * If we have no sets at all, we must give up.
1167 if (count234(ss
->sets
) == 0) {
1168 #ifdef SOLVER_DIAGNOSTICS
1169 printf("perturbing on entire unknown set\n");
1171 ret
= perturb(ctx
, grid
, 0, 0, 0);
1173 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1174 #ifdef SOLVER_DIAGNOSTICS
1175 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1177 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1181 assert(ret
->n
> 0); /* otherwise should have been NULL */
1184 * A number of squares have been fiddled with, and
1185 * the returned structure tells us which. Adjust
1186 * the mine count in any set which overlaps one of
1187 * those squares, and put them back on the to-do
1188 * list. Also, if the square itself is marked as a
1189 * known non-mine, put it back on the squares-to-do
1192 for (i
= 0; i
< ret
->n
; i
++) {
1193 #ifdef SOLVER_DIAGNOSTICS
1194 printf("perturbation %s mine at %d,%d\n",
1195 ret
->changes
[i
].delta
> 0 ?
"added" : "removed",
1196 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1199 if (ret
->changes
[i
].delta
< 0 &&
1200 grid
[ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
] != -2) {
1201 std_add(std
, ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
);
1204 list
= ss_overlap(ss
,
1205 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1207 for (j
= 0; list
[j
]; j
++) {
1208 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1209 ss_add_todo(ss
, list
[j
]);
1216 * Now free the returned data.
1218 sfree(ret
->changes
);
1221 #ifdef SOLVER_DIAGNOSTICS
1223 * Dump the current known state of the grid.
1225 printf("state after perturbation:\n");
1226 for (y
= 0; y
< h
; y
++) {
1227 for (x
= 0; x
< w
; x
++) {
1228 int v
= grid
[y
*w
+x
];
1244 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1245 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1250 * And now we can go back round the deductive loop.
1257 * If we get here, even that didn't work (either we didn't
1258 * have a perturb function or it returned failure), so we
1265 * See if we've got any unknown squares left.
1267 for (y
= 0; y
< h
; y
++)
1268 for (x
= 0; x
< w
; x
++)
1269 if (grid
[y
*w
+x
] == -2) {
1270 nperturbs
= -1; /* failed to complete */
1275 * Free the set list and square-todo list.
1279 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1281 freetree234(ss
->sets
);
1289 /* ----------------------------------------------------------------------
1290 * Grid generator which uses the above solver.
1297 int allow_big_perturbs
;
1301 static int mineopen(void *vctx
, int x
, int y
)
1303 struct minectx
*ctx
= (struct minectx
*)vctx
;
1306 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1307 if (ctx
->grid
[y
* ctx
->w
+ x
])
1308 return -1; /* *bang* */
1311 for (i
= -1; i
<= +1; i
++) {
1312 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1314 for (j
= -1; j
<= +1; j
++) {
1315 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1317 if (i
== 0 && j
== 0)
1319 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1327 /* Structure used internally to mineperturb(). */
1329 int x
, y
, type
, random
;
1331 static int squarecmp(const void *av
, const void *bv
)
1333 const struct square
*a
= (const struct square
*)av
;
1334 const struct square
*b
= (const struct square
*)bv
;
1335 if (a
->type
< b
->type
)
1337 else if (a
->type
> b
->type
)
1339 else if (a
->random
< b
->random
)
1341 else if (a
->random
> b
->random
)
1343 else if (a
->y
< b
->y
)
1345 else if (a
->y
> b
->y
)
1347 else if (a
->x
< b
->x
)
1349 else if (a
->x
> b
->x
)
1355 * Normally this function is passed an (x,y,mask) set description.
1356 * On occasions, though, there is no _localised_ set being used,
1357 * and the set being perturbed is supposed to be the entirety of
1358 * the unreachable area. This is signified by the special case
1359 * mask==0: in this case, anything labelled -2 in the grid is part
1362 * Allowing perturbation in this special case appears to make it
1363 * guaranteeably possible to generate a workable grid for any mine
1364 * density, but they tend to be a bit boring, with mines packed
1365 * densely into far corners of the grid and the remainder being
1366 * less dense than one might like. Therefore, to improve overall
1367 * grid quality I disable this feature for the first few attempts,
1368 * and fall back to it after no useful grid has been generated.
1370 static struct perturbations
*mineperturb(void *vctx
, signed char *grid
,
1371 int setx
, int sety
, int mask
)
1373 struct minectx
*ctx
= (struct minectx
*)vctx
;
1374 struct square
*sqlist
;
1375 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1376 struct square
**tofill
, **toempty
, **todo
;
1377 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1378 struct perturbations
*ret
;
1381 if (!mask
&& !ctx
->allow_big_perturbs
)
1385 * Make a list of all the squares in the grid which we can
1386 * possibly use. This list should be in preference order, which
1389 * - first, unknown squares on the boundary of known space
1390 * - next, unknown squares beyond that boundary
1391 * - as a very last resort, known squares, but not within one
1392 * square of the starting position.
1394 * Each of these sections needs to be shuffled independently.
1395 * We do this by preparing list of all squares and then sorting
1396 * it with a random secondary key.
1398 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1400 for (y
= 0; y
< ctx
->h
; y
++)
1401 for (x
= 0; x
< ctx
->w
; x
++) {
1403 * If this square is too near the starting position,
1404 * don't put it on the list at all.
1406 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1410 * If this square is in the input set, also don't put
1413 if ((mask
== 0 && grid
[y
*ctx
->w
+x
] == -2) ||
1414 (x
>= setx
&& x
< setx
+ 3 &&
1415 y
>= sety
&& y
< sety
+ 3 &&
1416 mask
& (1 << ((y
-sety
)*3+(x
-setx
)))))
1422 if (grid
[y
*ctx
->w
+x
] != -2) {
1423 sqlist
[n
].type
= 3; /* known square */
1426 * Unknown square. Examine everything around it and
1427 * see if it borders on any known squares. If it
1428 * does, it's class 1, otherwise it's 2.
1433 for (dy
= -1; dy
<= +1; dy
++)
1434 for (dx
= -1; dx
<= +1; dx
++)
1435 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1436 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1437 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1444 * Finally, a random number to cause qsort to
1445 * shuffle within each group.
1447 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1452 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1455 * Now count up the number of full and empty squares in the set
1456 * we've been provided.
1460 for (dy
= 0; dy
< 3; dy
++)
1461 for (dx
= 0; dx
< 3; dx
++)
1462 if (mask
& (1 << (dy
*3+dx
))) {
1463 assert(setx
+dx
<= ctx
->w
);
1464 assert(sety
+dy
<= ctx
->h
);
1465 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1471 for (y
= 0; y
< ctx
->h
; y
++)
1472 for (x
= 0; x
< ctx
->w
; x
++)
1473 if (grid
[y
*ctx
->w
+x
] == -2) {
1474 if (ctx
->grid
[y
*ctx
->w
+x
])
1482 * Now go through our sorted list until we find either `nfull'
1483 * empty squares, or `nempty' full squares; these will be
1484 * swapped with the appropriate squares in the set to either
1485 * fill or empty the set while keeping the same number of mines
1488 ntofill
= ntoempty
= 0;
1490 tofill
= snewn(9, struct square
*);
1491 toempty
= snewn(9, struct square
*);
1493 tofill
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1494 toempty
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1496 for (i
= 0; i
< n
; i
++) {
1497 struct square
*sq
= &sqlist
[i
];
1498 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1499 toempty
[ntoempty
++] = sq
;
1501 tofill
[ntofill
++] = sq
;
1502 if (ntofill
== nfull
|| ntoempty
== nempty
)
1507 * If we haven't found enough empty squares outside the set to
1508 * empty it into _or_ enough full squares outside it to fill it
1509 * up with, we'll have to settle for doing only a partial job.
1510 * In this case we choose to always _fill_ the set (because
1511 * this case will tend to crop up when we're working with very
1512 * high mine densities and the only way to get a solvable grid
1513 * is going to be to pack most of the mines solidly around the
1514 * edges). So now our job is to make a list of the empty
1515 * squares in the set, and shuffle that list so that we fill a
1516 * random selection of them.
1518 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1521 assert(ntoempty
!= 0);
1523 setlist
= snewn(ctx
->w
* ctx
->h
, int);
1526 for (dy
= 0; dy
< 3; dy
++)
1527 for (dx
= 0; dx
< 3; dx
++)
1528 if (mask
& (1 << (dy
*3+dx
))) {
1529 assert(setx
+dx
<= ctx
->w
);
1530 assert(sety
+dy
<= ctx
->h
);
1531 if (!ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1532 setlist
[i
++] = (sety
+dy
)*ctx
->w
+(setx
+dx
);
1535 for (y
= 0; y
< ctx
->h
; y
++)
1536 for (x
= 0; x
< ctx
->w
; x
++)
1537 if (grid
[y
*ctx
->w
+x
] == -2) {
1538 if (!ctx
->grid
[y
*ctx
->w
+x
])
1539 setlist
[i
++] = y
*ctx
->w
+x
;
1542 assert(i
> ntoempty
);
1544 * Now pick `ntoempty' items at random from the list.
1546 for (k
= 0; k
< ntoempty
; k
++) {
1547 int index
= k
+ random_upto(ctx
->rs
, i
- k
);
1551 setlist
[k
] = setlist
[index
];
1552 setlist
[index
] = tmp
;
1558 * Now we're pretty much there. We need to either
1559 * (a) put a mine in each of the empty squares in the set, and
1560 * take one out of each square in `toempty'
1561 * (b) take a mine out of each of the full squares in the set,
1562 * and put one in each square in `tofill'
1563 * depending on which one we've found enough squares to do.
1565 * So we start by constructing our list of changes to return to
1566 * the solver, so that it can update its data structures
1567 * efficiently rather than having to rescan the whole grid.
1569 ret
= snew(struct perturbations
);
1570 if (ntofill
== nfull
) {
1578 * (We also fall into this case if we've constructed a
1588 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1589 for (i
= 0; i
< ntodo
; i
++) {
1590 ret
->changes
[i
].x
= todo
[i
]->x
;
1591 ret
->changes
[i
].y
= todo
[i
]->y
;
1592 ret
->changes
[i
].delta
= dtodo
;
1594 /* now i == ntodo */
1597 assert(todo
== toempty
);
1598 for (j
= 0; j
< ntoempty
; j
++) {
1599 ret
->changes
[i
].x
= setlist
[j
] % ctx
->w
;
1600 ret
->changes
[i
].y
= setlist
[j
] / ctx
->w
;
1601 ret
->changes
[i
].delta
= dset
;
1606 for (dy
= 0; dy
< 3; dy
++)
1607 for (dx
= 0; dx
< 3; dx
++)
1608 if (mask
& (1 << (dy
*3+dx
))) {
1609 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ?
+1 : -1);
1610 if (dset
== -currval
) {
1611 ret
->changes
[i
].x
= setx
+ dx
;
1612 ret
->changes
[i
].y
= sety
+ dy
;
1613 ret
->changes
[i
].delta
= dset
;
1618 for (y
= 0; y
< ctx
->h
; y
++)
1619 for (x
= 0; x
< ctx
->w
; x
++)
1620 if (grid
[y
*ctx
->w
+x
] == -2) {
1621 int currval
= (ctx
->grid
[y
*ctx
->w
+x
] ?
+1 : -1);
1622 if (dset
== -currval
) {
1623 ret
->changes
[i
].x
= x
;
1624 ret
->changes
[i
].y
= y
;
1625 ret
->changes
[i
].delta
= dset
;
1630 assert(i
== ret
->n
);
1636 * Having set up the precise list of changes we're going to
1637 * make, we now simply make them and return.
1639 for (i
= 0; i
< ret
->n
; i
++) {
1642 x
= ret
->changes
[i
].x
;
1643 y
= ret
->changes
[i
].y
;
1644 delta
= ret
->changes
[i
].delta
;
1647 * Check we're not trying to add an existing mine or remove
1650 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1653 * Actually make the change.
1655 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1658 * Update any numbers already present in the grid.
1660 for (dy
= -1; dy
<= +1; dy
++)
1661 for (dx
= -1; dx
<= +1; dx
++)
1662 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1663 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1664 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1665 if (dx
== 0 && dy
== 0) {
1667 * The square itself is marked as known in
1668 * the grid. Mark it as a mine if it's a
1669 * mine, or else work out its number.
1672 grid
[y
*ctx
->w
+x
] = -1;
1674 int dx2
, dy2
, minecount
= 0;
1675 for (dy2
= -1; dy2
<= +1; dy2
++)
1676 for (dx2
= -1; dx2
<= +1; dx2
++)
1677 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1678 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1679 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1681 grid
[y
*ctx
->w
+x
] = minecount
;
1684 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1685 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1690 #ifdef GENERATION_DIAGNOSTICS
1693 printf("grid after perturbing:\n");
1694 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1695 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1696 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1697 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1715 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1718 char *ret
= snewn(w
*h
, char);
1726 memset(ret
, 0, w
*h
);
1729 * Start by placing n mines, none of which is at x,y or within
1733 int *tmp
= snewn(w
*h
, int);
1737 * Write down the list of possible mine locations.
1740 for (i
= 0; i
< h
; i
++)
1741 for (j
= 0; j
< w
; j
++)
1742 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1746 * Now pick n off the list at random.
1750 i
= random_upto(rs
, k
);
1758 #ifdef GENERATION_DIAGNOSTICS
1761 printf("grid after initial generation:\n");
1762 for (yy
= 0; yy
< h
; yy
++) {
1763 for (xx
= 0; xx
< w
; xx
++) {
1764 int v
= ret
[yy
*w
+xx
];
1765 if (yy
== y
&& xx
== x
) {
1781 * Now set up a results grid to run the solver in, and a
1782 * context for the solver to open squares. Then run the solver
1783 * repeatedly; if the number of perturb steps ever goes up or
1784 * it ever returns -1, give up completely.
1786 * We bypass this bit if we're not after a unique grid.
1789 signed char *solvegrid
= snewn(w
*h
, signed char);
1790 struct minectx actx
, *ctx
= &actx
;
1791 int solveret
, prevret
= -2;
1799 ctx
->allow_big_perturbs
= (ntries
> 100);
1802 memset(solvegrid
, -2, w
*h
);
1803 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1804 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1807 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1808 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1811 } else if (solveret
== 0) {
1828 * The Mines game descriptions contain the location of every mine,
1829 * and can therefore be used to cheat.
1831 * It would be pointless to attempt to _prevent_ this form of
1832 * cheating by encrypting the description, since Mines is
1833 * open-source so anyone can find out the encryption key. However,
1834 * I think it is worth doing a bit of gentle obfuscation to prevent
1835 * _accidental_ spoilers: if you happened to note that the game ID
1836 * starts with an F, for example, you might be unable to put the
1837 * knowledge of those mines out of your mind while playing. So,
1838 * just as discussions of film endings are rot13ed to avoid
1839 * spoiling it for people who don't want to be told, we apply a
1840 * keyless, reversible, but visually completely obfuscatory masking
1841 * function to the mine bitmap.
1843 static void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
)
1845 int bytes
, firsthalf
, secondhalf
;
1847 unsigned char *seedstart
;
1849 unsigned char *targetstart
;
1855 * My obfuscation algorithm is similar in concept to the OAEP
1856 * encoding used in some forms of RSA. Here's a specification
1859 * + We have a `masking function' which constructs a stream of
1860 * pseudorandom bytes from a seed of some number of input
1863 * + We pad out our input bit stream to a whole number of
1864 * bytes by adding up to 7 zero bits on the end. (In fact
1865 * the bitmap passed as input to this function will already
1866 * have had this done in practice.)
1868 * + We divide the _byte_ stream exactly in half, rounding the
1869 * half-way position _down_. So an 81-bit input string, for
1870 * example, rounds up to 88 bits or 11 bytes, and then
1871 * dividing by two gives 5 bytes in the first half and 6 in
1874 * + We generate a mask from the second half of the bytes, and
1875 * XOR it over the first half.
1877 * + We generate a mask from the (encoded) first half of the
1878 * bytes, and XOR it over the second half. Any null bits at
1879 * the end which were added as padding are cleared back to
1880 * zero even if this operation would have made them nonzero.
1882 * To de-obfuscate, the steps are precisely the same except
1883 * that the final two are reversed.
1885 * Finally, our masking function. Given an input seed string of
1886 * bytes, the output mask consists of concatenating the SHA-1
1887 * hashes of the seed string and successive decimal integers,
1891 bytes
= (bits
+ 7) / 8;
1892 firsthalf
= bytes
/ 2;
1893 secondhalf
= bytes
- firsthalf
;
1895 steps
[decode ?
1 : 0].seedstart
= bmp
+ firsthalf
;
1896 steps
[decode ?
1 : 0].seedlen
= secondhalf
;
1897 steps
[decode ?
1 : 0].targetstart
= bmp
;
1898 steps
[decode ?
1 : 0].targetlen
= firsthalf
;
1900 steps
[decode ?
0 : 1].seedstart
= bmp
;
1901 steps
[decode ?
0 : 1].seedlen
= firsthalf
;
1902 steps
[decode ?
0 : 1].targetstart
= bmp
+ firsthalf
;
1903 steps
[decode ?
0 : 1].targetlen
= secondhalf
;
1905 for (i
= 0; i
< 2; i
++) {
1906 SHA_State base
, final
;
1907 unsigned char digest
[20];
1909 int digestpos
= 20, counter
= 0;
1912 SHA_Bytes(&base
, steps
[i
].seedstart
, steps
[i
].seedlen
);
1914 for (j
= 0; j
< steps
[i
].targetlen
; j
++) {
1915 if (digestpos
>= 20) {
1916 sprintf(numberbuf
, "%d", counter
++);
1918 SHA_Bytes(&final
, numberbuf
, strlen(numberbuf
));
1919 SHA_Final(&final
, digest
);
1922 steps
[i
].targetstart
[j
] ^= digest
[digestpos
++];
1926 * Mask off the pad bits in the final byte after both steps.
1929 bmp
[bits
/ 8] &= 0xFF & (0xFF00 >> (bits
% 8));
1933 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1934 random_state
*rs
, char **game_desc
)
1936 char *grid
, *ret
, *p
;
1940 #ifdef TEST_OBFUSCATION
1941 static int tested_obfuscation
= FALSE
;
1942 if (!tested_obfuscation
) {
1944 * A few simple test vectors for the obfuscator.
1946 * First test: the 28-bit stream 1234567. This divides up
1947 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1948 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1949 * we XOR the 16-bit string 15CE into the input 1234 to get
1950 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1951 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1952 * 12-bit string 337 into the input 567 to get 650. Thus
1953 * our output is 07FA650.
1956 unsigned char bmp1
[] = "\x12\x34\x56\x70";
1957 obfuscate_bitmap(bmp1
, 28, FALSE
);
1958 printf("test 1 encode: %s\n",
1959 memcmp(bmp1
, "\x07\xfa\x65\x00", 4) ?
"failed" : "passed");
1960 obfuscate_bitmap(bmp1
, 28, TRUE
);
1961 printf("test 1 decode: %s\n",
1962 memcmp(bmp1
, "\x12\x34\x56\x70", 4) ?
"failed" : "passed");
1965 * Second test: a long string to make sure we switch from
1966 * one SHA to the next correctly. My input string this time
1967 * is simply fifty bytes of zeroes.
1970 unsigned char bmp2
[50];
1971 unsigned char bmp2a
[50];
1972 memset(bmp2
, 0, 50);
1973 memset(bmp2a
, 0, 50);
1974 obfuscate_bitmap(bmp2
, 50 * 8, FALSE
);
1976 * SHA of twenty-five zero bytes plus "0" is
1977 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1978 * twenty-five zero bytes plus "1" is
1979 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1980 * first half becomes
1981 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1983 * SHA of that lot plus "0" is
1984 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1985 * same string plus "1" is
1986 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1987 * second half becomes
1988 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1990 printf("test 2 encode: %s\n",
1991 memcmp(bmp2
, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1992 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1993 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1994 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1995 "\xd8\xdf\x78", 50) ?
"failed" : "passed");
1996 obfuscate_bitmap(bmp2
, 50 * 8, TRUE
);
1997 printf("test 2 decode: %s\n",
1998 memcmp(bmp2
, bmp2a
, 50) ?
"failed" : "passed");
2003 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
2007 * Set up the mine bitmap and obfuscate it.
2010 bmp
= snewn((area
+ 7) / 8, unsigned char);
2011 memset(bmp
, 0, (area
+ 7) / 8);
2012 for (i
= 0; i
< area
; i
++) {
2014 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
2016 obfuscate_bitmap(bmp
, area
, FALSE
);
2019 * Now encode the resulting bitmap in hex. We can work to
2020 * nibble rather than byte granularity, since the obfuscation
2021 * function guarantees to return a bit string of the same
2022 * length as its input.
2024 ret
= snewn((area
+3)/4 + 100, char);
2025 p
= ret
+ sprintf(ret
, "%d,%d,m", x
, y
); /* 'm' == masked */
2026 for (i
= 0; i
< (area
+3)/4; i
++) {
2030 *p
++ = "0123456789abcdef"[v
& 0xF];
2042 static char *new_game_desc(game_params
*params
, random_state
*rs
,
2043 game_aux_info
**aux
, int interactive
)
2046 * We generate the coordinates of an initial click even if they
2047 * aren't actually used. This has the effect of harmonising the
2048 * random number usage between interactive and batch use: if
2049 * you use `mines --generate' with an explicit random seed, you
2050 * should get exactly the same results as if you type the same
2051 * random seed into the interactive game and click in the same
2052 * initial location. (Of course you won't get the same grid if
2053 * you click in a _different_ initial location, but there's
2054 * nothing to be done about that.)
2056 int x
= random_upto(rs
, params
->w
);
2057 int y
= random_upto(rs
, params
->h
);
2061 * For batch-generated grids, pre-open one square.
2066 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
2067 x
, y
, params
->unique
, rs
, &desc
);
2071 char *rsdesc
, *desc
;
2073 rsdesc
= random_state_encode(rs
);
2074 desc
= snewn(strlen(rsdesc
) + 100, char);
2075 sprintf(desc
, "r%d,%c,%s", params
->n
, (char)(params
->unique ?
'u' : 'a'), rsdesc
);
2081 static void game_free_aux_info(game_aux_info
*aux
)
2083 assert(!"Shouldn't happen");
2086 static char *validate_desc(game_params
*params
, char *desc
)
2088 int wh
= params
->w
* params
->h
;
2092 if (!*desc
|| !isdigit((unsigned char)*desc
))
2093 return "No initial mine count in game description";
2094 while (*desc
&& isdigit((unsigned char)*desc
))
2095 desc
++; /* skip over mine count */
2097 return "No ',' after initial x-coordinate in game description";
2099 if (*desc
!= 'u' && *desc
!= 'a')
2100 return "No uniqueness specifier in game description";
2103 return "No ',' after uniqueness specifier in game description";
2104 /* now ignore the rest */
2106 if (!*desc
|| !isdigit((unsigned char)*desc
))
2107 return "No initial x-coordinate in game description";
2109 if (x
< 0 || x
>= params
->w
)
2110 return "Initial x-coordinate was out of range";
2111 while (*desc
&& isdigit((unsigned char)*desc
))
2112 desc
++; /* skip over x coordinate */
2114 return "No ',' after initial x-coordinate in game description";
2115 desc
++; /* eat comma */
2116 if (!*desc
|| !isdigit((unsigned char)*desc
))
2117 return "No initial y-coordinate in game description";
2119 if (y
< 0 || y
>= params
->h
)
2120 return "Initial y-coordinate was out of range";
2121 while (*desc
&& isdigit((unsigned char)*desc
))
2122 desc
++; /* skip over y coordinate */
2124 return "No ',' after initial y-coordinate in game description";
2125 desc
++; /* eat comma */
2126 /* eat `m', meaning `masked', if present */
2129 /* now just check length of remainder */
2130 if (strlen(desc
) != (wh
+3)/4)
2131 return "Game description is wrong length";
2137 static int open_square(game_state
*state
, int x
, int y
)
2139 int w
= state
->w
, h
= state
->h
;
2140 int xx
, yy
, nmines
, ncovered
;
2142 if (!state
->layout
->mines
) {
2144 * We have a preliminary game in which the mine layout
2145 * hasn't been generated yet. Generate it based on the
2146 * initial click location.
2149 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
2150 x
, y
, state
->layout
->unique
,
2153 midend_supersede_game_desc(state
->layout
->me
, desc
);
2155 random_free(state
->layout
->rs
);
2156 state
->layout
->rs
= NULL
;
2159 if (state
->layout
->mines
[y
*w
+x
]) {
2161 * The player has landed on a mine. Bad luck. Expose the
2162 * mine that killed them, but not the rest (in case they
2163 * want to Undo and carry on playing).
2166 state
->grid
[y
*w
+x
] = 65;
2171 * Otherwise, the player has opened a safe square. Mark it to-do.
2173 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
2176 * Now go through the grid finding all `todo' values and
2177 * opening them. Every time one of them turns out to have no
2178 * neighbouring mines, we add all its unopened neighbours to
2181 * FIXME: We really ought to be able to do this better than
2182 * using repeated N^2 scans of the grid.
2185 int done_something
= FALSE
;
2187 for (yy
= 0; yy
< h
; yy
++)
2188 for (xx
= 0; xx
< w
; xx
++)
2189 if (state
->grid
[yy
*w
+xx
] == -10) {
2192 assert(!state
->layout
->mines
[yy
*w
+xx
]);
2196 for (dx
= -1; dx
<= +1; dx
++)
2197 for (dy
= -1; dy
<= +1; dy
++)
2198 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2199 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2200 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2203 state
->grid
[yy
*w
+xx
] = v
;
2206 for (dx
= -1; dx
<= +1; dx
++)
2207 for (dy
= -1; dy
<= +1; dy
++)
2208 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2209 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2210 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2211 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2214 done_something
= TRUE
;
2217 if (!done_something
)
2222 * Finally, scan the grid and see if exactly as many squares
2223 * are still covered as there are mines. If so, set the `won'
2224 * flag and fill in mine markers on all covered squares.
2226 nmines
= ncovered
= 0;
2227 for (yy
= 0; yy
< h
; yy
++)
2228 for (xx
= 0; xx
< w
; xx
++) {
2229 if (state
->grid
[yy
*w
+xx
] < 0)
2231 if (state
->layout
->mines
[yy
*w
+xx
])
2234 assert(ncovered
>= nmines
);
2235 if (ncovered
== nmines
) {
2236 for (yy
= 0; yy
< h
; yy
++)
2237 for (xx
= 0; xx
< w
; xx
++) {
2238 if (state
->grid
[yy
*w
+xx
] < 0)
2239 state
->grid
[yy
*w
+xx
] = -1;
2247 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
2249 game_state
*state
= snew(game_state
);
2250 int i
, wh
, x
, y
, ret
, masked
;
2253 state
->w
= params
->w
;
2254 state
->h
= params
->h
;
2255 state
->n
= params
->n
;
2256 state
->dead
= state
->won
= FALSE
;
2257 state
->used_solve
= state
->just_used_solve
= FALSE
;
2259 wh
= state
->w
* state
->h
;
2261 state
->layout
= snew(struct mine_layout
);
2262 memset(state
->layout
, 0, sizeof(struct mine_layout
));
2263 state
->layout
->refcount
= 1;
2265 state
->grid
= snewn(wh
, signed char);
2266 memset(state
->grid
, -2, wh
);
2270 state
->layout
->n
= atoi(desc
);
2271 while (*desc
&& isdigit((unsigned char)*desc
))
2272 desc
++; /* skip over mine count */
2273 if (*desc
) desc
++; /* eat comma */
2275 state
->layout
->unique
= FALSE
;
2277 state
->layout
->unique
= TRUE
;
2279 if (*desc
) desc
++; /* eat comma */
2281 state
->layout
->mines
= NULL
;
2282 state
->layout
->rs
= random_state_decode(desc
);
2283 state
->layout
->me
= me
;
2286 state
->layout
->rs
= NULL
;
2287 state
->layout
->me
= NULL
;
2289 state
->layout
->mines
= snewn(wh
, char);
2291 while (*desc
&& isdigit((unsigned char)*desc
))
2292 desc
++; /* skip over x coordinate */
2293 if (*desc
) desc
++; /* eat comma */
2295 while (*desc
&& isdigit((unsigned char)*desc
))
2296 desc
++; /* skip over y coordinate */
2297 if (*desc
) desc
++; /* eat comma */
2304 * We permit game IDs to be entered by hand without the
2305 * masking transformation.
2310 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2311 memset(bmp
, 0, (wh
+ 7) / 8);
2312 for (i
= 0; i
< (wh
+3)/4; i
++) {
2316 assert(c
!= 0); /* validate_desc should have caught */
2317 if (c
>= '0' && c
<= '9')
2319 else if (c
>= 'a' && c
<= 'f')
2321 else if (c
>= 'A' && c
<= 'F')
2326 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2330 obfuscate_bitmap(bmp
, wh
, TRUE
);
2332 memset(state
->layout
->mines
, 0, wh
);
2333 for (i
= 0; i
< wh
; i
++) {
2334 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2335 state
->layout
->mines
[i
] = 1;
2338 ret
= open_square(state
, x
, y
);
2345 static game_state
*dup_game(game_state
*state
)
2347 game_state
*ret
= snew(game_state
);
2352 ret
->dead
= state
->dead
;
2353 ret
->won
= state
->won
;
2354 ret
->used_solve
= state
->used_solve
;
2355 ret
->just_used_solve
= state
->just_used_solve
;
2356 ret
->layout
= state
->layout
;
2357 ret
->layout
->refcount
++;
2358 ret
->grid
= snewn(ret
->w
* ret
->h
, signed char);
2359 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2364 static void free_game(game_state
*state
)
2366 if (--state
->layout
->refcount
<= 0) {
2367 sfree(state
->layout
->mines
);
2368 if (state
->layout
->rs
)
2369 random_free(state
->layout
->rs
);
2370 sfree(state
->layout
);
2376 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
2380 * Simply expose the entire grid as if it were a completed
2386 if (!state
->layout
->mines
) {
2387 *error
= "Game has not been started yet";
2391 ret
= dup_game(state
);
2392 for (yy
= 0; yy
< ret
->h
; yy
++)
2393 for (xx
= 0; xx
< ret
->w
; xx
++) {
2395 if (ret
->layout
->mines
[yy
*ret
->w
+xx
]) {
2396 ret
->grid
[yy
*ret
->w
+xx
] = -1;
2402 for (dx
= -1; dx
<= +1; dx
++)
2403 for (dy
= -1; dy
<= +1; dy
++)
2404 if (xx
+dx
>= 0 && xx
+dx
< ret
->w
&&
2405 yy
+dy
>= 0 && yy
+dy
< ret
->h
&&
2406 ret
->layout
->mines
[(yy
+dy
)*ret
->w
+(xx
+dx
)])
2409 ret
->grid
[yy
*ret
->w
+xx
] = v
;
2412 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
2418 static char *game_text_format(game_state
*state
)
2423 ret
= snewn((state
->w
+ 1) * state
->h
+ 1, char);
2424 for (y
= 0; y
< state
->h
; y
++) {
2425 for (x
= 0; x
< state
->w
; x
++) {
2426 int v
= state
->grid
[y
*state
->w
+x
];
2429 else if (v
>= 1 && v
<= 8)
2433 else if (v
== -2 || v
== -3)
2437 ret
[y
* (state
->w
+1) + x
] = v
;
2439 ret
[y
* (state
->w
+1) + state
->w
] = '\n';
2441 ret
[(state
->w
+ 1) * state
->h
] = '\0';
2447 int hx
, hy
, hradius
; /* for mouse-down highlights */
2452 static game_ui
*new_ui(game_state
*state
)
2454 game_ui
*ui
= snew(game_ui
);
2455 ui
->hx
= ui
->hy
= -1;
2458 ui
->flash_is_death
= FALSE
; /* *shrug* */
2462 static void free_ui(game_ui
*ui
)
2467 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2468 int x
, int y
, int button
)
2473 if (from
->dead
|| from
->won
)
2474 return NULL
; /* no further moves permitted */
2476 if (!IS_MOUSE_DOWN(button
) && !IS_MOUSE_DRAG(button
) &&
2477 !IS_MOUSE_RELEASE(button
))
2482 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2485 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
||
2486 button
== MIDDLE_BUTTON
|| button
== MIDDLE_DRAG
) {
2488 * Mouse-downs and mouse-drags just cause highlighting
2493 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ?
1 : 0);
2497 if (button
== RIGHT_BUTTON
) {
2499 * Right-clicking only works on a covered square, and it
2500 * toggles between -1 (marked as mine) and -2 (not marked
2503 * FIXME: question marks.
2505 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2506 from
->grid
[cy
* from
->w
+ cx
] != -1)
2509 ret
= dup_game(from
);
2510 ret
->just_used_solve
= FALSE
;
2511 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2516 if (button
== LEFT_RELEASE
|| button
== MIDDLE_RELEASE
) {
2517 ui
->hx
= ui
->hy
= -1;
2521 * At this stage we must never return NULL: we have adjusted
2522 * the ui, so at worst we return `from'.
2526 * Left-clicking on a covered square opens a tile. Not
2527 * permitted if the tile is marked as a mine, for safety.
2528 * (Unmark it and _then_ open it.)
2530 if (button
== LEFT_RELEASE
&&
2531 (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2532 from
->grid
[cy
* from
->w
+ cx
] == -3)) {
2533 ret
= dup_game(from
);
2534 ret
->just_used_solve
= FALSE
;
2535 open_square(ret
, cx
, cy
);
2542 * Left-clicking or middle-clicking on an uncovered tile:
2543 * first we check to see if the number of mine markers
2544 * surrounding the tile is equal to its mine count, and if
2545 * so then we open all other surrounding squares.
2547 if (from
->grid
[cy
* from
->w
+ cx
] > 0) {
2550 /* Count mine markers. */
2552 for (dy
= -1; dy
<= +1; dy
++)
2553 for (dx
= -1; dx
<= +1; dx
++)
2554 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2555 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2556 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2560 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2561 ret
= dup_game(from
);
2562 ret
->just_used_solve
= FALSE
;
2563 for (dy
= -1; dy
<= +1; dy
++)
2564 for (dx
= -1; dx
<= +1; dx
++)
2565 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2566 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2567 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2568 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2569 open_square(ret
, cx
+dx
, cy
+dy
);
2582 /* ----------------------------------------------------------------------
2586 struct game_drawstate
{
2590 * Items in this `grid' array have all the same values as in
2591 * the game_state grid, and in addition:
2593 * - -10 means the tile was drawn `specially' as a result of a
2594 * flash, so it will always need redrawing.
2596 * - -22 and -23 mean the tile is highlighted for a possible
2601 static void game_size(game_params
*params
, int *x
, int *y
)
2603 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2604 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2607 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2609 float *ret
= snewn(3 * NCOLOURS
, float);
2611 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2613 ret
[COL_BACKGROUND2
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 19.0 / 20.0;
2614 ret
[COL_BACKGROUND2
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 19.0 / 20.0;
2615 ret
[COL_BACKGROUND2
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 19.0 / 20.0;
2617 ret
[COL_1
* 3 + 0] = 0.0F
;
2618 ret
[COL_1
* 3 + 1] = 0.0F
;
2619 ret
[COL_1
* 3 + 2] = 1.0F
;
2621 ret
[COL_2
* 3 + 0] = 0.0F
;
2622 ret
[COL_2
* 3 + 1] = 0.5F
;
2623 ret
[COL_2
* 3 + 2] = 0.0F
;
2625 ret
[COL_3
* 3 + 0] = 1.0F
;
2626 ret
[COL_3
* 3 + 1] = 0.0F
;
2627 ret
[COL_3
* 3 + 2] = 0.0F
;
2629 ret
[COL_4
* 3 + 0] = 0.0F
;
2630 ret
[COL_4
* 3 + 1] = 0.0F
;
2631 ret
[COL_4
* 3 + 2] = 0.5F
;
2633 ret
[COL_5
* 3 + 0] = 0.5F
;
2634 ret
[COL_5
* 3 + 1] = 0.0F
;
2635 ret
[COL_5
* 3 + 2] = 0.0F
;
2637 ret
[COL_6
* 3 + 0] = 0.0F
;
2638 ret
[COL_6
* 3 + 1] = 0.5F
;
2639 ret
[COL_6
* 3 + 2] = 0.5F
;
2641 ret
[COL_7
* 3 + 0] = 0.0F
;
2642 ret
[COL_7
* 3 + 1] = 0.0F
;
2643 ret
[COL_7
* 3 + 2] = 0.0F
;
2645 ret
[COL_8
* 3 + 0] = 0.5F
;
2646 ret
[COL_8
* 3 + 1] = 0.5F
;
2647 ret
[COL_8
* 3 + 2] = 0.5F
;
2649 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2650 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2651 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2653 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2654 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2655 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2657 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2658 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2659 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2661 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2662 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2663 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2665 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2666 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2667 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2669 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2670 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2671 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2673 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2674 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2675 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2677 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
2678 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
2679 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
2681 *ncolours
= NCOLOURS
;
2685 static game_drawstate
*game_new_drawstate(game_state
*state
)
2687 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2691 ds
->started
= FALSE
;
2692 ds
->grid
= snewn(ds
->w
* ds
->h
, signed char);
2694 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2699 static void game_free_drawstate(game_drawstate
*ds
)
2705 static void draw_tile(frontend
*fe
, int x
, int y
, int v
, int bg
)
2711 if (v
== -22 || v
== -23) {
2715 * Omit the highlights in this case.
2717 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2718 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
);
2719 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2720 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2723 * Draw highlights to indicate the square is covered.
2725 coords
[0] = x
+ TILE_SIZE
- 1;
2726 coords
[1] = y
+ TILE_SIZE
- 1;
2727 coords
[2] = x
+ TILE_SIZE
- 1;
2730 coords
[5] = y
+ TILE_SIZE
- 1;
2731 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
^ hl
);
2732 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
^ hl
);
2736 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
^ hl
);
2737 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
^ hl
);
2739 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2740 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2748 #define SETCOORD(n, dx, dy) do { \
2749 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2750 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2752 SETCOORD(0, 0.6, 0.35);
2753 SETCOORD(1, 0.6, 0.7);
2754 SETCOORD(2, 0.8, 0.8);
2755 SETCOORD(3, 0.25, 0.8);
2756 SETCOORD(4, 0.55, 0.7);
2757 SETCOORD(5, 0.55, 0.35);
2758 draw_polygon(fe
, coords
, 6, TRUE
, COL_FLAGBASE
);
2759 draw_polygon(fe
, coords
, 6, FALSE
, COL_FLAGBASE
);
2761 SETCOORD(0, 0.6, 0.2);
2762 SETCOORD(1, 0.6, 0.5);
2763 SETCOORD(2, 0.2, 0.35);
2764 draw_polygon(fe
, coords
, 3, TRUE
, COL_FLAG
);
2765 draw_polygon(fe
, coords
, 3, FALSE
, COL_FLAG
);
2768 } else if (v
== -3) {
2770 * Draw a question mark.
2772 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2773 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2774 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2779 * Clear the square to the background colour, and draw thin
2780 * grid lines along the top and left.
2782 * Exception is that for value 65 (mine we've just trodden
2783 * on), we clear the square to COL_BANG.
2785 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2786 (v
== 65 ? COL_BANG
:
2787 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
));
2788 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2789 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2791 if (v
> 0 && v
<= 8) {
2798 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2799 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2800 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2801 (COL_1
- 1) + v
, str
);
2803 } else if (v
>= 64) {
2807 * FIXME: this could be done better!
2810 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2811 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2812 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2816 int cx
= x
+ TILE_SIZE
/ 2;
2817 int cy
= y
+ TILE_SIZE
/ 2;
2818 int r
= TILE_SIZE
/ 2 - 3;
2820 int xdx
= 1, xdy
= 0, ydx
= 0, ydy
= 1;
2823 for (i
= 0; i
< 4*5*2; i
+= 5*2) {
2824 coords
[i
+2*0+0] = cx
- r
/6*xdx
+ r
*4/5*ydx
;
2825 coords
[i
+2*0+1] = cy
- r
/6*xdy
+ r
*4/5*ydy
;
2826 coords
[i
+2*1+0] = cx
- r
/6*xdx
+ r
*ydx
;
2827 coords
[i
+2*1+1] = cy
- r
/6*xdy
+ r
*ydy
;
2828 coords
[i
+2*2+0] = cx
+ r
/6*xdx
+ r
*ydx
;
2829 coords
[i
+2*2+1] = cy
+ r
/6*xdy
+ r
*ydy
;
2830 coords
[i
+2*3+0] = cx
+ r
/6*xdx
+ r
*4/5*ydx
;
2831 coords
[i
+2*3+1] = cy
+ r
/6*xdy
+ r
*4/5*ydy
;
2832 coords
[i
+2*4+0] = cx
+ r
*3/5*xdx
+ r
*3/5*ydx
;
2833 coords
[i
+2*4+1] = cy
+ r
*3/5*xdy
+ r
*3/5*ydy
;
2843 draw_polygon(fe
, coords
, 5*4, TRUE
, COL_MINE
);
2844 draw_polygon(fe
, coords
, 5*4, FALSE
, COL_MINE
);
2846 draw_rect(fe
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2852 * Cross through the mine.
2855 for (dx
= -1; dx
<= +1; dx
++) {
2856 draw_line(fe
, x
+ 3 + dx
, y
+ 2,
2857 x
+ TILE_SIZE
- 3 + dx
,
2858 y
+ TILE_SIZE
- 2, COL_CROSS
);
2859 draw_line(fe
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2860 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2867 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2870 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2871 game_state
*state
, int dir
, game_ui
*ui
,
2872 float animtime
, float flashtime
)
2875 int mines
, markers
, bg
;
2878 int frame
= (flashtime
/ FLASH_FRAME
);
2880 bg
= (ui
->flash_is_death ? COL_BACKGROUND
: COL_LOWLIGHT
);
2882 bg
= (ui
->flash_is_death ? COL_BANG
: COL_HIGHLIGHT
);
2884 bg
= COL_BACKGROUND
;
2890 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2891 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2892 draw_update(fe
, 0, 0,
2893 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2894 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2897 * Recessed area containing the whole puzzle.
2899 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2900 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2901 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2902 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2903 coords
[4] = coords
[2] - TILE_SIZE
;
2904 coords
[5] = coords
[3] + TILE_SIZE
;
2905 coords
[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2906 coords
[9] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2907 coords
[6] = coords
[8] + TILE_SIZE
;
2908 coords
[7] = coords
[9] - TILE_SIZE
;
2909 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
2910 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
2912 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2913 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2914 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
2915 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
2921 * Now draw the tiles. Also in this loop, count up the number
2922 * of mines and mine markers.
2924 mines
= markers
= 0;
2925 for (y
= 0; y
< ds
->h
; y
++)
2926 for (x
= 0; x
< ds
->w
; x
++) {
2927 int v
= state
->grid
[y
*ds
->w
+x
];
2931 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
2934 if ((v
== -2 || v
== -3) &&
2935 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
2938 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= COL_BACKGROUND
) {
2939 draw_tile(fe
, COORD(x
), COORD(y
), v
, bg
);
2940 ds
->grid
[y
*ds
->w
+x
] = (bg
== COL_BACKGROUND ? v
: -10);
2944 if (!state
->layout
->mines
)
2945 mines
= state
->layout
->n
;
2948 * Update the status bar.
2951 char statusbar
[512];
2953 sprintf(statusbar
, "DEAD!");
2954 } else if (state
->won
) {
2955 if (state
->used_solve
)
2956 sprintf(statusbar
, "Auto-solved.");
2958 sprintf(statusbar
, "COMPLETED!");
2960 sprintf(statusbar
, "Marked: %d / %d", markers
, mines
);
2963 sprintf(statusbar
+ strlen(statusbar
),
2964 " Deaths: %d", ui
->deaths
);
2965 status_bar(fe
, statusbar
);
2969 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2970 int dir
, game_ui
*ui
)
2975 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2976 int dir
, game_ui
*ui
)
2978 if (oldstate
->used_solve
|| newstate
->used_solve
)
2981 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
2982 if (newstate
->dead
) {
2983 ui
->flash_is_death
= TRUE
;
2984 return 3 * FLASH_FRAME
;
2986 if (newstate
->won
) {
2987 ui
->flash_is_death
= FALSE
;
2988 return 2 * FLASH_FRAME
;
2994 static int game_wants_statusbar(void)
2999 static int game_timing_state(game_state
*state
)
3001 if (state
->dead
|| state
->won
|| !state
->layout
->mines
)
3007 #define thegame mines
3010 const struct game thegame
= {
3011 "Mines", "games.mines",
3018 TRUE
, game_configure
, custom_params
,
3027 TRUE
, game_text_format
,
3034 game_free_drawstate
,
3038 game_wants_statusbar
,
3039 TRUE
, game_timing_state
,
3040 BUTTON_BEATS(LEFT_BUTTON
, RIGHT_BUTTON
),