2 * mines.c: Minesweeper clone with sophisticated grid generation.
6 * - possibly disable undo? Or alternatively mark game states as
7 * `cheated', although that's horrid.
8 * + OK. Rather than _disabling_ undo, we have a hook callable
9 * in the game backend which is called before we do an undo.
10 * That hook can talk to the game_ui and set the cheated flag,
11 * and then make_move can avoid setting the `won' flag after that.
13 * - question marks (arrgh, preferences?)
15 * - sensible parameter constraints
16 * + 30x16: 191 mines just about works if rather slowly, 192 is
17 * just about doom (the latter corresponding to a density of
19 * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow.
20 * + it might not be feasible to work out the exact limit
35 COL_1
, COL_2
, COL_3
, COL_4
, COL_5
, COL_6
, COL_7
, COL_8
,
36 COL_MINE
, COL_BANG
, COL_CROSS
, COL_FLAG
, COL_FLAGBASE
, COL_QUERY
,
37 COL_HIGHLIGHT
, COL_LOWLIGHT
,
42 #define BORDER (TILE_SIZE * 3 / 2)
43 #define HIGHLIGHT_WIDTH 2
44 #define OUTER_HIGHLIGHT_WIDTH 3
45 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
46 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
48 #define FLASH_FRAME 0.13F
57 * This structure is shared between all the game_states for a
58 * given instance of the puzzle, so we reference-count it.
63 * If we haven't yet actually generated the mine layout, here's
64 * all the data we will need to do so.
68 midend_data
*me
; /* to give back the new game desc */
72 int w
, h
, n
, dead
, won
;
73 struct mine_layout
*layout
; /* real mine positions */
74 char *grid
; /* player knowledge */
76 * Each item in the `grid' array is one of the following values:
78 * - 0 to 8 mean the square is open and has a surrounding mine
81 * - -1 means the square is marked as a mine.
83 * - -2 means the square is unknown.
85 * - -3 means the square is marked with a question mark
86 * (FIXME: do we even want to bother with this?).
88 * - 64 means the square has had a mine revealed when the game
91 * - 65 means the square had a mine revealed and this was the
92 * one the player hits.
94 * - 66 means the square has a crossed-out mine because the
95 * player had incorrectly marked it.
99 static game_params
*default_params(void)
101 game_params
*ret
= snew(game_params
);
110 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
114 static const struct { int w
, h
, n
; } values
[] = {
120 if (i
< 0 || i
>= lenof(values
))
123 ret
= snew(game_params
);
124 ret
->w
= values
[i
].w
;
125 ret
->h
= values
[i
].h
;
126 ret
->n
= values
[i
].n
;
129 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
136 static void free_params(game_params
*params
)
141 static game_params
*dup_params(game_params
*params
)
143 game_params
*ret
= snew(game_params
);
144 *ret
= *params
; /* structure copy */
148 static void decode_params(game_params
*params
, char const *string
)
150 char const *p
= string
;
153 while (*p
&& isdigit((unsigned char)*p
)) p
++;
157 while (*p
&& isdigit((unsigned char)*p
)) p
++;
159 params
->h
= params
->w
;
164 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
166 params
->n
= params
->w
* params
->h
/ 10;
172 params
->unique
= FALSE
;
174 p
++; /* skip any other gunk */
178 static char *encode_params(game_params
*params
, int full
)
183 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
185 * Mine count is a generation-time parameter, since it can be
186 * deduced from the mine bitmap!
189 len
+= sprintf(ret
+len
, "n%d", params
->n
);
190 if (full
&& !params
->unique
)
192 assert(len
< lenof(ret
));
198 static config_item
*game_configure(game_params
*params
)
203 ret
= snewn(5, config_item
);
205 ret
[0].name
= "Width";
206 ret
[0].type
= C_STRING
;
207 sprintf(buf
, "%d", params
->w
);
208 ret
[0].sval
= dupstr(buf
);
211 ret
[1].name
= "Height";
212 ret
[1].type
= C_STRING
;
213 sprintf(buf
, "%d", params
->h
);
214 ret
[1].sval
= dupstr(buf
);
217 ret
[2].name
= "Mines";
218 ret
[2].type
= C_STRING
;
219 sprintf(buf
, "%d", params
->n
);
220 ret
[2].sval
= dupstr(buf
);
223 ret
[3].name
= "Ensure solubility";
224 ret
[3].type
= C_BOOLEAN
;
226 ret
[3].ival
= params
->unique
;
236 static game_params
*custom_params(config_item
*cfg
)
238 game_params
*ret
= snew(game_params
);
240 ret
->w
= atoi(cfg
[0].sval
);
241 ret
->h
= atoi(cfg
[1].sval
);
242 ret
->n
= atoi(cfg
[2].sval
);
243 if (strchr(cfg
[2].sval
, '%'))
244 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
245 ret
->unique
= cfg
[3].ival
;
250 static char *validate_params(game_params
*params
)
252 if (params
->w
<= 0 && params
->h
<= 0)
253 return "Width and height must both be greater than zero";
255 return "Width must be greater than zero";
257 return "Height must be greater than zero";
260 * FIXME: Need more constraints here. Not sure what the
261 * sensible limits for Minesweeper actually are. The limits
262 * probably ought to change, however, depending on uniqueness.
268 /* ----------------------------------------------------------------------
269 * Minesweeper solver, used to ensure the generated grids are
270 * solvable without having to take risks.
274 * Count the bits in a word. Only needs to cope with 16 bits.
276 static int bitcount16(int word
)
278 word
= ((word
& 0xAAAA) >> 1) + (word
& 0x5555);
279 word
= ((word
& 0xCCCC) >> 2) + (word
& 0x3333);
280 word
= ((word
& 0xF0F0) >> 4) + (word
& 0x0F0F);
281 word
= ((word
& 0xFF00) >> 8) + (word
& 0x00FF);
287 * We use a tree234 to store a large number of small localised
288 * sets, each with a mine count. We also keep some of those sets
289 * linked together into a to-do list.
292 short x
, y
, mask
, mines
;
294 struct set
*prev
, *next
;
297 static int setcmp(void *av
, void *bv
)
299 struct set
*a
= (struct set
*)av
;
300 struct set
*b
= (struct set
*)bv
;
304 else if (a
->y
> b
->y
)
306 else if (a
->x
< b
->x
)
308 else if (a
->x
> b
->x
)
310 else if (a
->mask
< b
->mask
)
312 else if (a
->mask
> b
->mask
)
320 struct set
*todo_head
, *todo_tail
;
323 static struct setstore
*ss_new(void)
325 struct setstore
*ss
= snew(struct setstore
);
326 ss
->sets
= newtree234(setcmp
);
327 ss
->todo_head
= ss
->todo_tail
= NULL
;
332 * Take two input sets, in the form (x,y,mask). Munge the first by
333 * taking either its intersection with the second or its difference
334 * with the second. Return the new mask part of the first set.
336 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
340 * Adjust the second set so that it has the same x,y
341 * coordinates as the first.
343 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
347 mask2
&= ~(4|32|256);
357 mask2
&= ~(64|128|256);
369 * Invert the second set if `diff' is set (we're after A &~ B
370 * rather than A & B).
376 * Now all that's left is a logical AND.
378 return mask1
& mask2
;
381 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
384 return; /* already on it */
386 #ifdef SOLVER_DIAGNOSTICS
387 printf("adding set on todo list: %d,%d %03x %d\n",
388 s
->x
, s
->y
, s
->mask
, s
->mines
);
391 s
->prev
= ss
->todo_tail
;
401 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
408 * Normalise so that x and y are genuinely the bounding
411 while (!(mask
& (1|8|64)))
413 while (!(mask
& (1|2|4)))
417 * Create a set structure and add it to the tree.
419 s
= snew(struct set
);
425 if (add234(ss
->sets
, s
) != s
) {
427 * This set already existed! Free it and return.
434 * We've added a new set to the tree, so put it on the todo
440 static void ss_remove(struct setstore
*ss
, struct set
*s
)
442 struct set
*next
= s
->next
, *prev
= s
->prev
;
444 #ifdef SOLVER_DIAGNOSTICS
445 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
448 * Remove s from the todo list.
452 else if (s
== ss
->todo_head
)
453 ss
->todo_head
= next
;
457 else if (s
== ss
->todo_tail
)
458 ss
->todo_tail
= prev
;
463 * Remove s from the tree.
468 * Destroy the actual set structure.
474 * Return a dynamically allocated list of all the sets which
475 * overlap a provided input set.
477 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
479 struct set
**ret
= NULL
;
480 int nret
= 0, retsize
= 0;
483 for (xx
= x
-3; xx
< x
+3; xx
++)
484 for (yy
= y
-3; yy
< y
+3; yy
++) {
489 * Find the first set with these top left coordinates.
495 if (findrelpos234(ss
->sets
, &stmp
, NULL
, REL234_GE
, &pos
)) {
496 while ((s
= index234(ss
->sets
, pos
)) != NULL
&&
497 s
->x
== xx
&& s
->y
== yy
) {
499 * This set potentially overlaps the input one.
500 * Compute the intersection to see if they
501 * really overlap, and add it to the list if
504 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
506 * There's an overlap.
508 if (nret
>= retsize
) {
510 ret
= sresize(ret
, retsize
, struct set
*);
520 ret
= sresize(ret
, nret
+1, struct set
*);
527 * Get an element from the head of the set todo list.
529 static struct set
*ss_todo(struct setstore
*ss
)
532 struct set
*ret
= ss
->todo_head
;
533 ss
->todo_head
= ret
->next
;
535 ss
->todo_head
->prev
= NULL
;
537 ss
->todo_tail
= NULL
;
538 ret
->next
= ret
->prev
= NULL
;
551 static void std_add(struct squaretodo
*std
, int i
)
554 std
->next
[std
->tail
] = i
;
561 static void known_squares(int w
, int h
, struct squaretodo
*std
, char *grid
,
562 int (*open
)(void *ctx
, int x
, int y
), void *openctx
,
563 int x
, int y
, int mask
, int mine
)
569 for (yy
= 0; yy
< 3; yy
++)
570 for (xx
= 0; xx
< 3; xx
++) {
572 int i
= (y
+ yy
) * w
+ (x
+ xx
);
575 * It's possible that this square is _already_
576 * known, in which case we don't try to add it to
582 grid
[i
] = -1; /* and don't open it! */
584 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
585 assert(grid
[i
] != -1); /* *bang* */
596 * This is data returned from the `perturb' function. It details
597 * which squares have become mines and which have become clear. The
598 * solver is (of course) expected to honourably not use that
599 * knowledge directly, but to efficently adjust its internal data
600 * structures and proceed based on only the information it
603 struct perturbation
{
605 int delta
; /* +1 == become a mine; -1 == cleared */
607 struct perturbations
{
609 struct perturbation
*changes
;
613 * Main solver entry point. You give it a grid of existing
614 * knowledge (-1 for a square known to be a mine, 0-8 for empty
615 * squares with a given number of neighbours, -2 for completely
616 * unknown), plus a function which you can call to open new squares
617 * once you're confident of them. It fills in as much more of the
622 * - -1 means deduction stalled and nothing could be done
623 * - 0 means deduction succeeded fully
624 * - >0 means deduction succeeded but some number of perturbation
625 * steps were required; the exact return value is the number of
628 static int minesolve(int w
, int h
, int n
, char *grid
,
629 int (*open
)(void *ctx
, int x
, int y
),
630 struct perturbations
*(*perturb
)(void *ctx
, char *grid
,
631 int x
, int y
, int mask
),
632 void *ctx
, random_state
*rs
)
634 struct setstore
*ss
= ss_new();
636 struct squaretodo astd
, *std
= &astd
;
641 * Set up a linked list of squares with known contents, so that
642 * we can process them one by one.
644 std
->next
= snewn(w
*h
, int);
645 std
->head
= std
->tail
= -1;
648 * Initialise that list with all known squares in the input
651 for (y
= 0; y
< h
; y
++) {
652 for (x
= 0; x
< w
; x
++) {
660 * Main deductive loop.
663 int done_something
= FALSE
;
667 * If there are any known squares on the todo list, process
668 * them and construct a set for each.
670 while (std
->head
!= -1) {
672 #ifdef SOLVER_DIAGNOSTICS
673 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
675 std
->head
= std
->next
[i
];
683 int dx
, dy
, mines
, bit
, val
;
684 #ifdef SOLVER_DIAGNOSTICS
685 printf("creating set around this square\n");
688 * Empty square. Construct the set of non-known squares
689 * around this one, and determine its mine count.
694 for (dy
= -1; dy
<= +1; dy
++) {
695 for (dx
= -1; dx
<= +1; dx
++) {
696 #ifdef SOLVER_DIAGNOSTICS
697 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
699 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
700 /* ignore this one */;
701 else if (grid
[i
+dy
*w
+dx
] == -1)
703 else if (grid
[i
+dy
*w
+dx
] == -2)
709 ss_add(ss
, x
-1, y
-1, val
, mines
);
713 * Now, whether the square is empty or full, we must
714 * find any set which contains it and replace it with
715 * one which does not.
718 #ifdef SOLVER_DIAGNOSTICS
719 printf("finding sets containing known square %d,%d\n", x
, y
);
721 list
= ss_overlap(ss
, x
, y
, 1);
723 for (j
= 0; list
[j
]; j
++) {
724 int newmask
, newmines
;
729 * Compute the mask for this set minus the
730 * newly known square.
732 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
735 * Compute the new mine count.
737 newmines
= s
->mines
- (grid
[i
] == -1);
740 * Insert the new set into the collection,
741 * unless it's been whittled right down to
745 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
748 * Destroy the old one; it is actually obsolete.
757 * Marking a fresh square as known certainly counts as
760 done_something
= TRUE
;
764 * Now pick a set off the to-do list and attempt deductions
767 if ((s
= ss_todo(ss
)) != NULL
) {
769 #ifdef SOLVER_DIAGNOSTICS
770 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
773 * Firstly, see if this set has a mine count of zero or
774 * of its own cardinality.
776 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
778 * If so, we can immediately mark all the squares
779 * in the set as known.
781 #ifdef SOLVER_DIAGNOSTICS
784 known_squares(w
, h
, std
, grid
, open
, ctx
,
785 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
788 * Having done that, we need do nothing further
789 * with this set; marking all the squares in it as
790 * known will eventually eliminate it, and will
791 * also permit further deductions about anything
798 * Failing that, we now search through all the sets
799 * which overlap this one.
801 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
803 for (j
= 0; list
[j
]; j
++) {
804 struct set
*s2
= list
[j
];
805 int swing
, s2wing
, swc
, s2wc
;
808 * Find the non-overlapping parts s2-s and s-s2,
809 * and their cardinalities.
811 * I'm going to refer to these parts as `wings'
812 * surrounding the central part common to both
813 * sets. The `s wing' is s-s2; the `s2 wing' is
816 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
818 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
820 swc
= bitcount16(swing
);
821 s2wc
= bitcount16(s2wing
);
824 * If one set has more mines than the other, and
825 * the number of extra mines is equal to the
826 * cardinality of that set's wing, then we can mark
827 * every square in the wing as a known mine, and
828 * every square in the other wing as known clear.
830 if (swc
== s
->mines
- s2
->mines
||
831 s2wc
== s2
->mines
- s
->mines
) {
832 known_squares(w
, h
, std
, grid
, open
, ctx
,
834 (swc
== s
->mines
- s2
->mines
));
835 known_squares(w
, h
, std
, grid
, open
, ctx
,
836 s2
->x
, s2
->y
, s2wing
,
837 (s2wc
== s2
->mines
- s
->mines
));
842 * Failing that, see if one set is a subset of the
843 * other. If so, we can divide up the mine count of
844 * the larger set between the smaller set and its
845 * complement, even if neither smaller set ends up
846 * being immediately clearable.
848 if (swc
== 0 && s2wc
!= 0) {
849 /* s is a subset of s2. */
850 assert(s2
->mines
> s
->mines
);
851 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
852 } else if (s2wc
== 0 && swc
!= 0) {
853 /* s2 is a subset of s. */
854 assert(s
->mines
> s2
->mines
);
855 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
862 * In this situation we have definitely done
863 * _something_, even if it's only reducing the size of
866 done_something
= TRUE
;
869 * We have nothing left on our todo list, which means
870 * all localised deductions have failed. Our next step
871 * is to resort to global deduction based on the total
872 * mine count. This is computationally expensive
873 * compared to any of the above deductions, which is
874 * why we only ever do it when all else fails, so that
875 * hopefully it won't have to happen too often.
877 * If you pass n<0 into this solver, that informs it
878 * that you do not know the total mine count, so it
879 * won't even attempt these deductions.
882 int minesleft
, squaresleft
;
883 int nsets
, setused
[10], cursor
;
886 * Start by scanning the current grid state to work out
887 * how many unknown squares we still have, and how many
888 * mines are to be placed in them.
892 for (i
= 0; i
< w
*h
; i
++) {
895 else if (grid
[i
] == -2)
899 #ifdef SOLVER_DIAGNOSTICS
900 printf("global deduction time: squaresleft=%d minesleft=%d\n",
901 squaresleft
, minesleft
);
902 for (y
= 0; y
< h
; y
++) {
903 for (x
= 0; x
< w
; x
++) {
919 * If there _are_ no unknown squares, we have actually
922 if (squaresleft
== 0) {
923 assert(minesleft
== 0);
928 * First really simple case: if there are no more mines
929 * left, or if there are exactly as many mines left as
930 * squares to play them in, then it's all easy.
932 if (minesleft
== 0 || minesleft
== squaresleft
) {
933 for (i
= 0; i
< w
*h
; i
++)
935 known_squares(w
, h
, std
, grid
, open
, ctx
,
936 i
% w
, i
/ w
, 1, minesleft
!= 0);
937 continue; /* now go back to main deductive loop */
941 * Failing that, we have to do some _real_ work.
942 * Ideally what we do here is to try every single
943 * combination of the currently available sets, in an
944 * attempt to find a disjoint union (i.e. a set of
945 * squares with a known mine count between them) such
946 * that the remaining unknown squares _not_ contained
947 * in that union either contain no mines or are all
950 * Actually enumerating all 2^n possibilities will get
951 * a bit slow for large n, so I artificially cap this
952 * recursion at n=10 to avoid too much pain.
954 nsets
= count234(ss
->sets
);
955 if (nsets
<= lenof(setused
)) {
957 * Doing this with actual recursive function calls
958 * would get fiddly because a load of local
959 * variables from this function would have to be
960 * passed down through the recursion. So instead
961 * I'm going to use a virtual recursion within this
962 * function. The way this works is:
964 * - we have an array `setused', such that
965 * setused[n] is 0 or 1 depending on whether set
966 * n is currently in the union we are
969 * - we have a value `cursor' which indicates how
970 * much of `setused' we have so far filled in.
971 * It's conceptually the recursion depth.
973 * We begin by setting `cursor' to zero. Then:
975 * - if cursor can advance, we advance it by one.
976 * We set the value in `setused' that it went
977 * past to 1 if that set is disjoint from
978 * anything else currently in `setused', or to 0
981 * - If cursor cannot advance because it has
982 * reached the end of the setused list, then we
983 * have a maximal disjoint union. Check to see
984 * whether its mine count has any useful
985 * properties. If so, mark all the squares not
986 * in the union as known and terminate.
988 * - If cursor has reached the end of setused and
989 * the algorithm _hasn't_ terminated, back
990 * cursor up to the nearest 1, turn it into a 0
991 * and advance cursor just past it.
993 * - If we attempt to back up to the nearest 1 and
994 * there isn't one at all, then we have gone
995 * through all disjoint unions of sets in the
996 * list and none of them has been helpful, so we
999 struct set
*sets
[lenof(setused
)];
1000 for (i
= 0; i
< nsets
; i
++)
1001 sets
[i
] = index234(ss
->sets
, i
);
1006 if (cursor
< nsets
) {
1009 /* See if any existing set overlaps this one. */
1010 for (i
= 0; i
< cursor
; i
++)
1012 setmunge(sets
[cursor
]->x
,
1015 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1023 * We're adding this set to our union,
1024 * so adjust minesleft and squaresleft
1027 minesleft
-= sets
[cursor
]->mines
;
1028 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1031 setused
[cursor
++] = ok
;
1033 #ifdef SOLVER_DIAGNOSTICS
1034 printf("trying a set combination with %d %d\n",
1035 squaresleft
, minesleft
);
1036 #endif /* SOLVER_DIAGNOSTICS */
1039 * We've reached the end. See if we've got
1040 * anything interesting.
1042 if (squaresleft
> 0 &&
1043 (minesleft
== 0 || minesleft
== squaresleft
)) {
1045 * We have! There is at least one
1046 * square not contained within the set
1047 * union we've just found, and we can
1048 * deduce that either all such squares
1049 * are mines or all are not (depending
1050 * on whether minesleft==0). So now all
1051 * we have to do is actually go through
1052 * the grid, find those squares, and
1055 for (i
= 0; i
< w
*h
; i
++)
1056 if (grid
[i
] == -2) {
1060 for (j
= 0; j
< nsets
; j
++)
1062 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1063 sets
[j
]->mask
, x
, y
, 1,
1069 known_squares(w
, h
, std
, grid
,
1071 x
, y
, 1, minesleft
!= 0);
1074 done_something
= TRUE
;
1075 break; /* return to main deductive loop */
1079 * If we reach here, then this union hasn't
1080 * done us any good, so move on to the
1081 * next. Backtrack cursor to the nearest 1,
1082 * change it to a 0 and continue.
1084 while (cursor
-- >= 0 && !setused
[cursor
]);
1086 assert(setused
[cursor
]);
1089 * We're removing this set from our
1090 * union, so re-increment minesleft and
1093 minesleft
+= sets
[cursor
]->mines
;
1094 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1096 setused
[cursor
++] = 0;
1099 * We've backtracked all the way to the
1100 * start without finding a single 1,
1101 * which means that our virtual
1102 * recursion is complete and nothing
1117 #ifdef SOLVER_DIAGNOSTICS
1119 * Dump the current known state of the grid.
1121 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1122 for (y
= 0; y
< h
; y
++) {
1123 for (x
= 0; x
< w
; x
++) {
1124 int v
= grid
[y
*w
+x
];
1140 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1141 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1146 * Now we really are at our wits' end as far as solving
1147 * this grid goes. Our only remaining option is to call
1148 * a perturb function and ask it to modify the grid to
1152 struct perturbations
*ret
;
1158 * Choose a set at random from the current selection,
1159 * and ask the perturb function to either fill or empty
1162 * If we have no sets at all, we must give up.
1164 if (count234(ss
->sets
) == 0)
1166 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1167 #ifdef SOLVER_DIAGNOSTICS
1168 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1170 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1173 assert(ret
->n
> 0); /* otherwise should have been NULL */
1176 * A number of squares have been fiddled with, and
1177 * the returned structure tells us which. Adjust
1178 * the mine count in any set which overlaps one of
1179 * those squares, and put them back on the to-do
1182 for (i
= 0; i
< ret
->n
; i
++) {
1183 #ifdef SOLVER_DIAGNOSTICS
1184 printf("perturbation %s mine at %d,%d\n",
1185 ret
->changes
[i
].delta
> 0 ?
"added" : "removed",
1186 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1189 list
= ss_overlap(ss
,
1190 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1192 for (j
= 0; list
[j
]; j
++) {
1193 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1194 ss_add_todo(ss
, list
[j
]);
1201 * Now free the returned data.
1203 sfree(ret
->changes
);
1206 #ifdef SOLVER_DIAGNOSTICS
1208 * Dump the current known state of the grid.
1210 printf("state after perturbation:\n", nperturbs
);
1211 for (y
= 0; y
< h
; y
++) {
1212 for (x
= 0; x
< w
; x
++) {
1213 int v
= grid
[y
*w
+x
];
1229 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1230 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1235 * And now we can go back round the deductive loop.
1242 * If we get here, even that didn't work (either we didn't
1243 * have a perturb function or it returned failure), so we
1250 * See if we've got any unknown squares left.
1252 for (y
= 0; y
< h
; y
++)
1253 for (x
= 0; x
< w
; x
++)
1254 if (grid
[y
*w
+x
] == -2) {
1255 nperturbs
= -1; /* failed to complete */
1260 * Free the set list and square-todo list.
1264 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1266 freetree234(ss
->sets
);
1274 /* ----------------------------------------------------------------------
1275 * Grid generator which uses the above solver.
1285 static int mineopen(void *vctx
, int x
, int y
)
1287 struct minectx
*ctx
= (struct minectx
*)vctx
;
1290 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1291 if (ctx
->grid
[y
* ctx
->w
+ x
])
1292 return -1; /* *bang* */
1295 for (i
= -1; i
<= +1; i
++) {
1296 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1298 for (j
= -1; j
<= +1; j
++) {
1299 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1301 if (i
== 0 && j
== 0)
1303 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1311 /* Structure used internally to mineperturb(). */
1313 int x
, y
, type
, random
;
1315 static int squarecmp(const void *av
, const void *bv
)
1317 const struct square
*a
= (const struct square
*)av
;
1318 const struct square
*b
= (const struct square
*)bv
;
1319 if (a
->type
< b
->type
)
1321 else if (a
->type
> b
->type
)
1323 else if (a
->random
< b
->random
)
1325 else if (a
->random
> b
->random
)
1327 else if (a
->y
< b
->y
)
1329 else if (a
->y
> b
->y
)
1331 else if (a
->x
< b
->x
)
1333 else if (a
->x
> b
->x
)
1338 static struct perturbations
*mineperturb(void *vctx
, char *grid
,
1339 int setx
, int sety
, int mask
)
1341 struct minectx
*ctx
= (struct minectx
*)vctx
;
1342 struct square
*sqlist
;
1343 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1344 struct square
*tofill
[9], *toempty
[9], **todo
;
1345 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1346 struct perturbations
*ret
;
1349 * Make a list of all the squares in the grid which we can
1350 * possibly use. This list should be in preference order, which
1353 * - first, unknown squares on the boundary of known space
1354 * - next, unknown squares beyond that boundary
1355 * - as a very last resort, known squares, but not within one
1356 * square of the starting position.
1358 * Each of these sections needs to be shuffled independently.
1359 * We do this by preparing list of all squares and then sorting
1360 * it with a random secondary key.
1362 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1364 for (y
= 0; y
< ctx
->h
; y
++)
1365 for (x
= 0; x
< ctx
->w
; x
++) {
1367 * If this square is too near the starting position,
1368 * don't put it on the list at all.
1370 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1374 * If this square is in the input set, also don't put
1377 if (x
>= setx
&& x
< setx
+ 3 &&
1378 y
>= sety
&& y
< sety
+ 3 &&
1379 mask
& (1 << ((y
-sety
)*3+(x
-setx
))))
1385 if (grid
[y
*ctx
->w
+x
] != -2) {
1386 sqlist
[n
].type
= 3; /* known square */
1389 * Unknown square. Examine everything around it and
1390 * see if it borders on any known squares. If it
1391 * does, it's class 1, otherwise it's 2.
1396 for (dy
= -1; dy
<= +1; dy
++)
1397 for (dx
= -1; dx
<= +1; dx
++)
1398 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1399 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1400 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1407 * Finally, a random number to cause qsort to
1408 * shuffle within each group.
1410 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1415 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1418 * Now count up the number of full and empty squares in the set
1419 * we've been provided.
1422 for (dy
= 0; dy
< 3; dy
++)
1423 for (dx
= 0; dx
< 3; dx
++)
1424 if (mask
& (1 << (dy
*3+dx
))) {
1425 assert(setx
+dx
<= ctx
->w
);
1426 assert(sety
+dy
<= ctx
->h
);
1427 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1434 * Now go through our sorted list until we find either `nfull'
1435 * empty squares, or `nempty' full squares; these will be
1436 * swapped with the appropriate squares in the set to either
1437 * fill or empty the set while keeping the same number of mines
1440 ntofill
= ntoempty
= 0;
1441 for (i
= 0; i
< n
; i
++) {
1442 struct square
*sq
= &sqlist
[i
];
1443 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1444 toempty
[ntoempty
++] = sq
;
1446 tofill
[ntofill
++] = sq
;
1447 if (ntofill
== nfull
|| ntoempty
== nempty
)
1452 * If this didn't work at all, I think we just give up.
1454 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1460 * Now we're pretty much there. We need to either
1461 * (a) put a mine in each of the empty squares in the set, and
1462 * take one out of each square in `toempty'
1463 * (b) take a mine out of each of the full squares in the set,
1464 * and put one in each square in `tofill'
1465 * depending on which one we've found enough squares to do.
1467 * So we start by constructing our list of changes to return to
1468 * the solver, so that it can update its data structures
1469 * efficiently rather than having to rescan the whole grid.
1471 ret
= snew(struct perturbations
);
1472 if (ntofill
== nfull
) {
1484 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1485 for (i
= 0; i
< ntodo
; i
++) {
1486 ret
->changes
[i
].x
= todo
[i
]->x
;
1487 ret
->changes
[i
].y
= todo
[i
]->y
;
1488 ret
->changes
[i
].delta
= dtodo
;
1490 /* now i == ntodo */
1491 for (dy
= 0; dy
< 3; dy
++)
1492 for (dx
= 0; dx
< 3; dx
++)
1493 if (mask
& (1 << (dy
*3+dx
))) {
1494 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ?
+1 : -1);
1495 if (dset
== -currval
) {
1496 ret
->changes
[i
].x
= setx
+ dx
;
1497 ret
->changes
[i
].y
= sety
+ dy
;
1498 ret
->changes
[i
].delta
= dset
;
1502 assert(i
== ret
->n
);
1507 * Having set up the precise list of changes we're going to
1508 * make, we now simply make them and return.
1510 for (i
= 0; i
< ret
->n
; i
++) {
1513 x
= ret
->changes
[i
].x
;
1514 y
= ret
->changes
[i
].y
;
1515 delta
= ret
->changes
[i
].delta
;
1518 * Check we're not trying to add an existing mine or remove
1521 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1524 * Actually make the change.
1526 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1529 * Update any numbers already present in the grid.
1531 for (dy
= -1; dy
<= +1; dy
++)
1532 for (dx
= -1; dx
<= +1; dx
++)
1533 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1534 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1535 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1536 if (dx
== 0 && dy
== 0) {
1538 * The square itself is marked as known in
1539 * the grid. Mark it as a mine if it's a
1540 * mine, or else work out its number.
1543 grid
[y
*ctx
->w
+x
] = -1;
1545 int dx2
, dy2
, minecount
= 0;
1546 for (dy2
= -1; dy2
<= +1; dy2
++)
1547 for (dx2
= -1; dx2
<= +1; dx2
++)
1548 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1549 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1550 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1552 grid
[y
*ctx
->w
+x
] = minecount
;
1555 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1556 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1561 #ifdef GENERATION_DIAGNOSTICS
1564 printf("grid after perturbing:\n");
1565 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1566 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1567 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1568 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1586 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1589 char *ret
= snewn(w
*h
, char);
1595 memset(ret
, 0, w
*h
);
1598 * Start by placing n mines, none of which is at x,y or within
1602 int *tmp
= snewn(w
*h
, int);
1606 * Write down the list of possible mine locations.
1609 for (i
= 0; i
< h
; i
++)
1610 for (j
= 0; j
< w
; j
++)
1611 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1615 * Now pick n off the list at random.
1619 i
= random_upto(rs
, k
);
1627 #ifdef GENERATION_DIAGNOSTICS
1630 printf("grid after initial generation:\n");
1631 for (yy
= 0; yy
< h
; yy
++) {
1632 for (xx
= 0; xx
< w
; xx
++) {
1633 int v
= ret
[yy
*w
+xx
];
1634 if (yy
== y
&& xx
== x
) {
1650 * Now set up a results grid to run the solver in, and a
1651 * context for the solver to open squares. Then run the solver
1652 * repeatedly; if the number of perturb steps ever goes up or
1653 * it ever returns -1, give up completely.
1655 * We bypass this bit if we're not after a unique grid.
1658 char *solvegrid
= snewn(w
*h
, char);
1659 struct minectx actx
, *ctx
= &actx
;
1660 int solveret
, prevret
= -2;
1670 memset(solvegrid
, -2, w
*h
);
1671 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1672 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1675 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1676 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1679 } else if (solveret
== 0) {
1696 * The Mines game descriptions contain the location of every mine,
1697 * and can therefore be used to cheat.
1699 * It would be pointless to attempt to _prevent_ this form of
1700 * cheating by encrypting the description, since Mines is
1701 * open-source so anyone can find out the encryption key. However,
1702 * I think it is worth doing a bit of gentle obfuscation to prevent
1703 * _accidental_ spoilers: if you happened to note that the game ID
1704 * starts with an F, for example, you might be unable to put the
1705 * knowledge of those mines out of your mind while playing. So,
1706 * just as discussions of film endings are rot13ed to avoid
1707 * spoiling it for people who don't want to be told, we apply a
1708 * keyless, reversible, but visually completely obfuscatory masking
1709 * function to the mine bitmap.
1711 static void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
)
1713 int bytes
, firsthalf
, secondhalf
;
1715 unsigned char *seedstart
;
1717 unsigned char *targetstart
;
1723 * My obfuscation algorithm is similar in concept to the OAEP
1724 * encoding used in some forms of RSA. Here's a specification
1727 * + We have a `masking function' which constructs a stream of
1728 * pseudorandom bytes from a seed of some number of input
1731 * + We pad out our input bit stream to a whole number of
1732 * bytes by adding up to 7 zero bits on the end. (In fact
1733 * the bitmap passed as input to this function will already
1734 * have had this done in practice.)
1736 * + We divide the _byte_ stream exactly in half, rounding the
1737 * half-way position _down_. So an 81-bit input string, for
1738 * example, rounds up to 88 bits or 11 bytes, and then
1739 * dividing by two gives 5 bytes in the first half and 6 in
1742 * + We generate a mask from the second half of the bytes, and
1743 * XOR it over the first half.
1745 * + We generate a mask from the (encoded) first half of the
1746 * bytes, and XOR it over the second half. Any null bits at
1747 * the end which were added as padding are cleared back to
1748 * zero even if this operation would have made them nonzero.
1750 * To de-obfuscate, the steps are precisely the same except
1751 * that the final two are reversed.
1753 * Finally, our masking function. Given an input seed string of
1754 * bytes, the output mask consists of concatenating the SHA-1
1755 * hashes of the seed string and successive decimal integers,
1759 bytes
= (bits
+ 7) / 8;
1760 firsthalf
= bytes
/ 2;
1761 secondhalf
= bytes
- firsthalf
;
1763 steps
[decode ?
1 : 0].seedstart
= bmp
+ firsthalf
;
1764 steps
[decode ?
1 : 0].seedlen
= secondhalf
;
1765 steps
[decode ?
1 : 0].targetstart
= bmp
;
1766 steps
[decode ?
1 : 0].targetlen
= firsthalf
;
1768 steps
[decode ?
0 : 1].seedstart
= bmp
;
1769 steps
[decode ?
0 : 1].seedlen
= firsthalf
;
1770 steps
[decode ?
0 : 1].targetstart
= bmp
+ firsthalf
;
1771 steps
[decode ?
0 : 1].targetlen
= secondhalf
;
1773 for (i
= 0; i
< 2; i
++) {
1774 SHA_State base
, final
;
1775 unsigned char digest
[20];
1777 int digestpos
= 20, counter
= 0;
1780 SHA_Bytes(&base
, steps
[i
].seedstart
, steps
[i
].seedlen
);
1782 for (j
= 0; j
< steps
[i
].targetlen
; j
++) {
1783 if (digestpos
>= 20) {
1784 sprintf(numberbuf
, "%d", counter
++);
1786 SHA_Bytes(&final
, numberbuf
, strlen(numberbuf
));
1787 SHA_Final(&final
, digest
);
1790 steps
[i
].targetstart
[j
] ^= digest
[digestpos
]++;
1794 * Mask off the pad bits in the final byte after both steps.
1797 bmp
[bits
/ 8] &= 0xFF & (0xFF00 >> (bits
% 8));
1801 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1802 random_state
*rs
, char **game_desc
)
1804 char *grid
, *ret
, *p
;
1808 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
1812 * Set up the mine bitmap and obfuscate it.
1815 bmp
= snewn((area
+ 7) / 8, unsigned char);
1816 memset(bmp
, 0, (area
+ 7) / 8);
1817 for (i
= 0; i
< area
; i
++) {
1819 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
1821 obfuscate_bitmap(bmp
, area
, FALSE
);
1824 * Now encode the resulting bitmap in hex. We can work to
1825 * nibble rather than byte granularity, since the obfuscation
1826 * function guarantees to return a bit string of the same
1827 * length as its input.
1829 ret
= snewn((area
+3)/4 + 100, char);
1830 p
= ret
+ sprintf(ret
, "%d,%d,m", x
, y
); /* 'm' == masked */
1831 for (i
= 0; i
< (area
+3)/4; i
++) {
1835 *p
++ = "0123456789abcdef"[v
& 0xF];
1847 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1848 game_aux_info
**aux
)
1851 int x
= random_upto(rs
, params
->w
);
1852 int y
= random_upto(rs
, params
->h
);
1855 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
1856 x
, y
, params
->unique
, rs
);
1858 char *rsdesc
, *desc
;
1860 rsdesc
= random_state_encode(rs
);
1861 desc
= snewn(strlen(rsdesc
) + 100, char);
1862 sprintf(desc
, "r%d,%c,%s", params
->n
, params
->unique ?
'u' : 'a', rsdesc
);
1868 static void game_free_aux_info(game_aux_info
*aux
)
1870 assert(!"Shouldn't happen");
1873 static char *validate_desc(game_params
*params
, char *desc
)
1875 int wh
= params
->w
* params
->h
;
1879 if (!*desc
|| !isdigit((unsigned char)*desc
))
1880 return "No initial mine count in game description";
1881 while (*desc
&& isdigit((unsigned char)*desc
))
1882 desc
++; /* skip over mine count */
1884 return "No ',' after initial x-coordinate in game description";
1886 if (*desc
!= 'u' && *desc
!= 'a')
1887 return "No uniqueness specifier in game description";
1890 return "No ',' after uniqueness specifier in game description";
1891 /* now ignore the rest */
1893 if (!*desc
|| !isdigit((unsigned char)*desc
))
1894 return "No initial x-coordinate in game description";
1896 if (x
< 0 || x
>= params
->w
)
1897 return "Initial x-coordinate was out of range";
1898 while (*desc
&& isdigit((unsigned char)*desc
))
1899 desc
++; /* skip over x coordinate */
1901 return "No ',' after initial x-coordinate in game description";
1902 desc
++; /* eat comma */
1903 if (!*desc
|| !isdigit((unsigned char)*desc
))
1904 return "No initial y-coordinate in game description";
1906 if (y
< 0 || y
>= params
->h
)
1907 return "Initial y-coordinate was out of range";
1908 while (*desc
&& isdigit((unsigned char)*desc
))
1909 desc
++; /* skip over y coordinate */
1911 return "No ',' after initial y-coordinate in game description";
1912 desc
++; /* eat comma */
1913 /* eat `m', meaning `masked', if present */
1916 /* now just check length of remainder */
1917 if (strlen(desc
) != (wh
+3)/4)
1918 return "Game description is wrong length";
1924 static int open_square(game_state
*state
, int x
, int y
)
1926 int w
= state
->w
, h
= state
->h
;
1927 int xx
, yy
, nmines
, ncovered
;
1929 if (!state
->layout
->mines
) {
1931 * We have a preliminary game in which the mine layout
1932 * hasn't been generated yet. Generate it based on the
1933 * initial click location.
1936 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
1937 x
, y
, state
->layout
->unique
,
1940 midend_supersede_game_desc(state
->layout
->me
, desc
);
1942 random_free(state
->layout
->rs
);
1943 state
->layout
->rs
= NULL
;
1946 if (state
->layout
->mines
[y
*w
+x
]) {
1948 * The player has landed on a mine. Bad luck. Expose all
1952 for (yy
= 0; yy
< h
; yy
++)
1953 for (xx
= 0; xx
< w
; xx
++) {
1954 if (state
->layout
->mines
[yy
*w
+xx
] &&
1955 (state
->grid
[yy
*w
+xx
] == -2 ||
1956 state
->grid
[yy
*w
+xx
] == -3)) {
1957 state
->grid
[yy
*w
+xx
] = 64;
1959 if (!state
->layout
->mines
[yy
*w
+xx
] &&
1960 state
->grid
[yy
*w
+xx
] == -1) {
1961 state
->grid
[yy
*w
+xx
] = 66;
1964 state
->grid
[y
*w
+x
] = 65;
1969 * Otherwise, the player has opened a safe square. Mark it to-do.
1971 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
1974 * Now go through the grid finding all `todo' values and
1975 * opening them. Every time one of them turns out to have no
1976 * neighbouring mines, we add all its unopened neighbours to
1979 * FIXME: We really ought to be able to do this better than
1980 * using repeated N^2 scans of the grid.
1983 int done_something
= FALSE
;
1985 for (yy
= 0; yy
< h
; yy
++)
1986 for (xx
= 0; xx
< w
; xx
++)
1987 if (state
->grid
[yy
*w
+xx
] == -10) {
1990 assert(!state
->layout
->mines
[yy
*w
+xx
]);
1994 for (dx
= -1; dx
<= +1; dx
++)
1995 for (dy
= -1; dy
<= +1; dy
++)
1996 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
1997 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
1998 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2001 state
->grid
[yy
*w
+xx
] = v
;
2004 for (dx
= -1; dx
<= +1; dx
++)
2005 for (dy
= -1; dy
<= +1; dy
++)
2006 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2007 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2008 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2009 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2012 done_something
= TRUE
;
2015 if (!done_something
)
2020 * Finally, scan the grid and see if exactly as many squares
2021 * are still covered as there are mines. If so, set the `won'
2022 * flag and fill in mine markers on all covered squares.
2024 nmines
= ncovered
= 0;
2025 for (yy
= 0; yy
< h
; yy
++)
2026 for (xx
= 0; xx
< w
; xx
++) {
2027 if (state
->grid
[yy
*w
+xx
] < 0)
2029 if (state
->layout
->mines
[yy
*w
+xx
])
2032 assert(ncovered
>= nmines
);
2033 if (ncovered
== nmines
) {
2034 for (yy
= 0; yy
< h
; yy
++)
2035 for (xx
= 0; xx
< w
; xx
++) {
2036 if (state
->grid
[yy
*w
+xx
] < 0)
2037 state
->grid
[yy
*w
+xx
] = -1;
2045 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
2047 game_state
*state
= snew(game_state
);
2048 int i
, wh
, x
, y
, ret
, masked
;
2051 state
->w
= params
->w
;
2052 state
->h
= params
->h
;
2053 state
->n
= params
->n
;
2054 state
->dead
= state
->won
= FALSE
;
2056 wh
= state
->w
* state
->h
;
2058 state
->layout
= snew(struct mine_layout
);
2059 state
->layout
->refcount
= 1;
2061 state
->grid
= snewn(wh
, char);
2062 memset(state
->grid
, -2, wh
);
2066 state
->layout
->n
= atoi(desc
);
2067 while (*desc
&& isdigit((unsigned char)*desc
))
2068 desc
++; /* skip over mine count */
2069 if (*desc
) desc
++; /* eat comma */
2071 state
->layout
->unique
= FALSE
;
2073 state
->layout
->unique
= TRUE
;
2075 if (*desc
) desc
++; /* eat comma */
2077 state
->layout
->mines
= NULL
;
2078 state
->layout
->rs
= random_state_decode(desc
);
2079 state
->layout
->me
= me
;
2083 state
->layout
->mines
= snewn(wh
, char);
2085 while (*desc
&& isdigit((unsigned char)*desc
))
2086 desc
++; /* skip over x coordinate */
2087 if (*desc
) desc
++; /* eat comma */
2089 while (*desc
&& isdigit((unsigned char)*desc
))
2090 desc
++; /* skip over y coordinate */
2091 if (*desc
) desc
++; /* eat comma */
2098 * We permit game IDs to be entered by hand without the
2099 * masking transformation.
2104 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2105 memset(bmp
, 0, (wh
+ 7) / 8);
2106 for (i
= 0; i
< (wh
+3)/4; i
++) {
2110 assert(c
!= 0); /* validate_desc should have caught */
2111 if (c
>= '0' && c
<= '9')
2113 else if (c
>= 'a' && c
<= 'f')
2115 else if (c
>= 'A' && c
<= 'F')
2120 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2124 obfuscate_bitmap(bmp
, wh
, TRUE
);
2126 memset(state
->layout
->mines
, 0, wh
);
2127 for (i
= 0; i
< wh
; i
++) {
2128 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2129 state
->layout
->mines
[i
] = 1;
2132 ret
= open_square(state
, x
, y
);
2138 static game_state
*dup_game(game_state
*state
)
2140 game_state
*ret
= snew(game_state
);
2145 ret
->dead
= state
->dead
;
2146 ret
->won
= state
->won
;
2147 ret
->layout
= state
->layout
;
2148 ret
->layout
->refcount
++;
2149 ret
->grid
= snewn(ret
->w
* ret
->h
, char);
2150 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2155 static void free_game(game_state
*state
)
2157 if (--state
->layout
->refcount
<= 0) {
2158 sfree(state
->layout
->mines
);
2159 if (state
->layout
->rs
)
2160 random_free(state
->layout
->rs
);
2161 sfree(state
->layout
);
2167 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
2173 static char *game_text_format(game_state
*state
)
2179 int hx
, hy
, hradius
; /* for mouse-down highlights */
2183 static game_ui
*new_ui(game_state
*state
)
2185 game_ui
*ui
= snew(game_ui
);
2186 ui
->hx
= ui
->hy
= -1;
2188 ui
->flash_is_death
= FALSE
; /* *shrug* */
2192 static void free_ui(game_ui
*ui
)
2197 static game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
,
2203 if (from
->dead
|| from
->won
)
2204 return NULL
; /* no further moves permitted */
2206 if (!IS_MOUSE_DOWN(button
) && !IS_MOUSE_DRAG(button
) &&
2207 !IS_MOUSE_RELEASE(button
))
2212 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
> from
->h
)
2215 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
) {
2217 * Mouse-downs and mouse-drags just cause highlighting
2222 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ?
1 : 0);
2226 if (button
== RIGHT_BUTTON
) {
2228 * Right-clicking only works on a covered square, and it
2229 * toggles between -1 (marked as mine) and -2 (not marked
2232 * FIXME: question marks.
2234 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2235 from
->grid
[cy
* from
->w
+ cx
] != -1)
2238 ret
= dup_game(from
);
2239 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2244 if (button
== LEFT_RELEASE
) {
2245 ui
->hx
= ui
->hy
= -1;
2249 * At this stage we must never return NULL: we have adjusted
2250 * the ui, so at worst we return `from'.
2254 * Left-clicking on a covered square opens a tile. Not
2255 * permitted if the tile is marked as a mine, for safety.
2256 * (Unmark it and _then_ open it.)
2258 if (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2259 from
->grid
[cy
* from
->w
+ cx
] == -3) {
2260 ret
= dup_game(from
);
2261 open_square(ret
, cx
, cy
);
2266 * Left-clicking on an uncovered tile: first we check to see if
2267 * the number of mine markers surrounding the tile is equal to
2268 * its mine count, and if so then we open all other surrounding
2271 if (from
->grid
[cy
* from
->w
+ cx
] > 0) {
2274 /* Count mine markers. */
2276 for (dy
= -1; dy
<= +1; dy
++)
2277 for (dx
= -1; dx
<= +1; dx
++)
2278 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2279 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2280 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2284 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2285 ret
= dup_game(from
);
2286 for (dy
= -1; dy
<= +1; dy
++)
2287 for (dx
= -1; dx
<= +1; dx
++)
2288 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2289 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2290 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2291 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2292 open_square(ret
, cx
+dx
, cy
+dy
);
2303 /* ----------------------------------------------------------------------
2307 struct game_drawstate
{
2311 * Items in this `grid' array have all the same values as in
2312 * the game_state grid, and in addition:
2314 * - -10 means the tile was drawn `specially' as a result of a
2315 * flash, so it will always need redrawing.
2317 * - -22 and -23 mean the tile is highlighted for a possible
2322 static void game_size(game_params
*params
, int *x
, int *y
)
2324 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2325 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2328 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2330 float *ret
= snewn(3 * NCOLOURS
, float);
2332 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2334 ret
[COL_1
* 3 + 0] = 0.0F
;
2335 ret
[COL_1
* 3 + 1] = 0.0F
;
2336 ret
[COL_1
* 3 + 2] = 1.0F
;
2338 ret
[COL_2
* 3 + 0] = 0.0F
;
2339 ret
[COL_2
* 3 + 1] = 0.5F
;
2340 ret
[COL_2
* 3 + 2] = 0.0F
;
2342 ret
[COL_3
* 3 + 0] = 1.0F
;
2343 ret
[COL_3
* 3 + 1] = 0.0F
;
2344 ret
[COL_3
* 3 + 2] = 0.0F
;
2346 ret
[COL_4
* 3 + 0] = 0.0F
;
2347 ret
[COL_4
* 3 + 1] = 0.0F
;
2348 ret
[COL_4
* 3 + 2] = 0.5F
;
2350 ret
[COL_5
* 3 + 0] = 0.5F
;
2351 ret
[COL_5
* 3 + 1] = 0.0F
;
2352 ret
[COL_5
* 3 + 2] = 0.0F
;
2354 ret
[COL_6
* 3 + 0] = 0.0F
;
2355 ret
[COL_6
* 3 + 1] = 0.5F
;
2356 ret
[COL_6
* 3 + 2] = 0.5F
;
2358 ret
[COL_7
* 3 + 0] = 0.0F
;
2359 ret
[COL_7
* 3 + 1] = 0.0F
;
2360 ret
[COL_7
* 3 + 2] = 0.0F
;
2362 ret
[COL_8
* 3 + 0] = 0.5F
;
2363 ret
[COL_8
* 3 + 1] = 0.5F
;
2364 ret
[COL_8
* 3 + 2] = 0.5F
;
2366 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2367 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2368 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2370 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2371 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2372 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2374 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2375 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2376 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2378 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2379 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2380 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2382 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2383 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2384 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2386 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2387 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2388 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2390 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2391 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2392 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2394 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
2395 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
2396 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
2398 *ncolours
= NCOLOURS
;
2402 static game_drawstate
*game_new_drawstate(game_state
*state
)
2404 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2408 ds
->started
= FALSE
;
2409 ds
->grid
= snewn(ds
->w
* ds
->h
, char);
2411 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2416 static void game_free_drawstate(game_drawstate
*ds
)
2422 static void draw_tile(frontend
*fe
, int x
, int y
, int v
, int bg
)
2428 if (v
== -22 || v
== -23) {
2432 * Omit the highlights in this case.
2434 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
, bg
);
2435 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2436 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2439 * Draw highlights to indicate the square is covered.
2441 coords
[0] = x
+ TILE_SIZE
- 1;
2442 coords
[1] = y
+ TILE_SIZE
- 1;
2443 coords
[2] = x
+ TILE_SIZE
- 1;
2446 coords
[5] = y
+ TILE_SIZE
- 1;
2447 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
^ hl
);
2448 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
^ hl
);
2452 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
^ hl
);
2453 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
^ hl
);
2455 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2456 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2464 #define SETCOORD(n, dx, dy) do { \
2465 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2466 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2468 SETCOORD(0, 0.6, 0.35);
2469 SETCOORD(1, 0.6, 0.7);
2470 SETCOORD(2, 0.8, 0.8);
2471 SETCOORD(3, 0.25, 0.8);
2472 SETCOORD(4, 0.55, 0.7);
2473 SETCOORD(5, 0.55, 0.35);
2474 draw_polygon(fe
, coords
, 6, TRUE
, COL_FLAGBASE
);
2475 draw_polygon(fe
, coords
, 6, FALSE
, COL_FLAGBASE
);
2477 SETCOORD(0, 0.6, 0.2);
2478 SETCOORD(1, 0.6, 0.5);
2479 SETCOORD(2, 0.2, 0.35);
2480 draw_polygon(fe
, coords
, 3, TRUE
, COL_FLAG
);
2481 draw_polygon(fe
, coords
, 3, FALSE
, COL_FLAG
);
2484 } else if (v
== -3) {
2486 * Draw a question mark.
2488 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2489 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2490 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2495 * Clear the square to the background colour, and draw thin
2496 * grid lines along the top and left.
2498 * Exception is that for value 65 (mine we've just trodden
2499 * on), we clear the square to COL_BANG.
2501 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2502 (v
== 65 ? COL_BANG
: bg
));
2503 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2504 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2506 if (v
> 0 && v
<= 8) {
2513 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2514 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2515 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2516 (COL_1
- 1) + v
, str
);
2518 } else if (v
>= 64) {
2522 * FIXME: this could be done better!
2525 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2526 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2527 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2531 int cx
= x
+ TILE_SIZE
/ 2;
2532 int cy
= y
+ TILE_SIZE
/ 2;
2533 int r
= TILE_SIZE
/ 2 - 3;
2535 int xdx
= 1, xdy
= 0, ydx
= 0, ydy
= 1;
2538 for (i
= 0; i
< 4*5*2; i
+= 5*2) {
2539 coords
[i
+2*0+0] = cx
- r
/6*xdx
+ r
*4/5*ydx
;
2540 coords
[i
+2*0+1] = cy
- r
/6*xdy
+ r
*4/5*ydy
;
2541 coords
[i
+2*1+0] = cx
- r
/6*xdx
+ r
*ydx
;
2542 coords
[i
+2*1+1] = cy
- r
/6*xdy
+ r
*ydy
;
2543 coords
[i
+2*2+0] = cx
+ r
/6*xdx
+ r
*ydx
;
2544 coords
[i
+2*2+1] = cy
+ r
/6*xdy
+ r
*ydy
;
2545 coords
[i
+2*3+0] = cx
+ r
/6*xdx
+ r
*4/5*ydx
;
2546 coords
[i
+2*3+1] = cy
+ r
/6*xdy
+ r
*4/5*ydy
;
2547 coords
[i
+2*4+0] = cx
+ r
*3/5*xdx
+ r
*3/5*ydx
;
2548 coords
[i
+2*4+1] = cy
+ r
*3/5*xdy
+ r
*3/5*ydy
;
2558 draw_polygon(fe
, coords
, 5*4, TRUE
, COL_MINE
);
2559 draw_polygon(fe
, coords
, 5*4, FALSE
, COL_MINE
);
2561 draw_rect(fe
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2567 * Cross through the mine.
2570 for (dx
= -1; dx
<= +1; dx
++) {
2571 draw_line(fe
, x
+ 3 + dx
, y
+ 2,
2572 x
+ TILE_SIZE
- 3 + dx
,
2573 y
+ TILE_SIZE
- 2, COL_CROSS
);
2574 draw_line(fe
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2575 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2582 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2585 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2586 game_state
*state
, int dir
, game_ui
*ui
,
2587 float animtime
, float flashtime
)
2590 int mines
, markers
, bg
;
2593 int frame
= (flashtime
/ FLASH_FRAME
);
2595 bg
= (ui
->flash_is_death ? COL_BACKGROUND
: COL_LOWLIGHT
);
2597 bg
= (ui
->flash_is_death ? COL_BANG
: COL_HIGHLIGHT
);
2599 bg
= COL_BACKGROUND
;
2605 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2606 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2607 draw_update(fe
, 0, 0,
2608 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2609 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2612 * Recessed area containing the whole puzzle.
2614 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2615 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2616 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2617 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2618 coords
[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2619 coords
[5] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2620 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
2621 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
2623 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2624 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2625 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
2626 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
2632 * Now draw the tiles. Also in this loop, count up the number
2633 * of mines and mine markers.
2635 mines
= markers
= 0;
2636 for (y
= 0; y
< ds
->h
; y
++)
2637 for (x
= 0; x
< ds
->w
; x
++) {
2638 int v
= state
->grid
[y
*ds
->w
+x
];
2642 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
2645 if ((v
== -2 || v
== -3) &&
2646 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
2649 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= COL_BACKGROUND
) {
2650 draw_tile(fe
, COORD(x
), COORD(y
), v
, bg
);
2651 ds
->grid
[y
*ds
->w
+x
] = (bg
== COL_BACKGROUND ? v
: -10);
2655 if (!state
->layout
->mines
)
2656 mines
= state
->layout
->n
;
2659 * Update the status bar.
2662 char statusbar
[512];
2664 sprintf(statusbar
, "GAME OVER!");
2665 } else if (state
->won
) {
2666 sprintf(statusbar
, "COMPLETED!");
2668 sprintf(statusbar
, "Mines marked: %d / %d", markers
, mines
);
2670 status_bar(fe
, statusbar
);
2674 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2675 int dir
, game_ui
*ui
)
2680 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2681 int dir
, game_ui
*ui
)
2683 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
2684 if (newstate
->dead
) {
2685 ui
->flash_is_death
= TRUE
;
2686 return 3 * FLASH_FRAME
;
2688 if (newstate
->won
) {
2689 ui
->flash_is_death
= FALSE
;
2690 return 2 * FLASH_FRAME
;
2696 static int game_wants_statusbar(void)
2701 static int game_timing_state(game_state
*state
)
2703 if (state
->dead
|| state
->won
|| !state
->layout
->mines
)
2709 #define thegame mines
2712 const struct game thegame
= {
2713 "Mines", "games.mines",
2720 TRUE
, game_configure
, custom_params
,
2729 FALSE
, game_text_format
,
2736 game_free_drawstate
,
2740 game_wants_statusbar
,
2741 TRUE
, game_timing_state
,