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 int game_fetch_preset(int i
, char **name
, game_params
**params
)
102 static const struct { int w
, h
, n
; } values
[] = {
108 if (i
< 0 || i
>= lenof(values
))
111 ret
= snew(game_params
);
112 ret
->w
= values
[i
].w
;
113 ret
->h
= values
[i
].h
;
114 ret
->n
= values
[i
].n
;
117 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
124 static void free_params(game_params
*params
)
129 static game_params
*dup_params(game_params
*params
)
131 game_params
*ret
= snew(game_params
);
132 *ret
= *params
; /* structure copy */
136 static void decode_params(game_params
*params
, char const *string
)
138 char const *p
= string
;
141 while (*p
&& isdigit((unsigned char)*p
)) p
++;
145 while (*p
&& isdigit((unsigned char)*p
)) p
++;
147 params
->h
= params
->w
;
152 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
154 params
->n
= params
->w
* params
->h
/ 10;
160 params
->unique
= FALSE
;
162 p
++; /* skip any other gunk */
166 static char *encode_params(game_params
*params
, int full
)
171 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
173 * Mine count is a generation-time parameter, since it can be
174 * deduced from the mine bitmap!
177 len
+= sprintf(ret
+len
, "n%d", params
->n
);
178 if (full
&& !params
->unique
)
180 assert(len
< lenof(ret
));
186 static config_item
*game_configure(game_params
*params
)
191 ret
= snewn(5, config_item
);
193 ret
[0].name
= "Width";
194 ret
[0].type
= C_STRING
;
195 sprintf(buf
, "%d", params
->w
);
196 ret
[0].sval
= dupstr(buf
);
199 ret
[1].name
= "Height";
200 ret
[1].type
= C_STRING
;
201 sprintf(buf
, "%d", params
->h
);
202 ret
[1].sval
= dupstr(buf
);
205 ret
[2].name
= "Mines";
206 ret
[2].type
= C_STRING
;
207 sprintf(buf
, "%d", params
->n
);
208 ret
[2].sval
= dupstr(buf
);
211 ret
[3].name
= "Ensure solubility";
212 ret
[3].type
= C_BOOLEAN
;
214 ret
[3].ival
= params
->unique
;
224 static game_params
*custom_params(config_item
*cfg
)
226 game_params
*ret
= snew(game_params
);
228 ret
->w
= atoi(cfg
[0].sval
);
229 ret
->h
= atoi(cfg
[1].sval
);
230 ret
->n
= atoi(cfg
[2].sval
);
231 if (strchr(cfg
[2].sval
, '%'))
232 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
233 ret
->unique
= cfg
[3].ival
;
238 static char *validate_params(game_params
*params
)
240 if (params
->w
<= 0 && params
->h
<= 0)
241 return "Width and height must both be greater than zero";
243 return "Width must be greater than zero";
245 return "Height must be greater than zero";
246 if (params
->n
> params
->w
* params
->h
- 9)
247 return "Too many mines for grid size";
250 * FIXME: Need more constraints here. Not sure what the
251 * sensible limits for Minesweeper actually are. The limits
252 * probably ought to change, however, depending on uniqueness.
258 /* ----------------------------------------------------------------------
259 * Minesweeper solver, used to ensure the generated grids are
260 * solvable without having to take risks.
264 * Count the bits in a word. Only needs to cope with 16 bits.
266 static int bitcount16(int word
)
268 word
= ((word
& 0xAAAA) >> 1) + (word
& 0x5555);
269 word
= ((word
& 0xCCCC) >> 2) + (word
& 0x3333);
270 word
= ((word
& 0xF0F0) >> 4) + (word
& 0x0F0F);
271 word
= ((word
& 0xFF00) >> 8) + (word
& 0x00FF);
277 * We use a tree234 to store a large number of small localised
278 * sets, each with a mine count. We also keep some of those sets
279 * linked together into a to-do list.
282 short x
, y
, mask
, mines
;
284 struct set
*prev
, *next
;
287 static int setcmp(void *av
, void *bv
)
289 struct set
*a
= (struct set
*)av
;
290 struct set
*b
= (struct set
*)bv
;
294 else if (a
->y
> b
->y
)
296 else if (a
->x
< b
->x
)
298 else if (a
->x
> b
->x
)
300 else if (a
->mask
< b
->mask
)
302 else if (a
->mask
> b
->mask
)
310 struct set
*todo_head
, *todo_tail
;
313 static struct setstore
*ss_new(void)
315 struct setstore
*ss
= snew(struct setstore
);
316 ss
->sets
= newtree234(setcmp
);
317 ss
->todo_head
= ss
->todo_tail
= NULL
;
322 * Take two input sets, in the form (x,y,mask). Munge the first by
323 * taking either its intersection with the second or its difference
324 * with the second. Return the new mask part of the first set.
326 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
330 * Adjust the second set so that it has the same x,y
331 * coordinates as the first.
333 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
337 mask2
&= ~(4|32|256);
347 mask2
&= ~(64|128|256);
359 * Invert the second set if `diff' is set (we're after A &~ B
360 * rather than A & B).
366 * Now all that's left is a logical AND.
368 return mask1
& mask2
;
371 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
374 return; /* already on it */
376 #ifdef SOLVER_DIAGNOSTICS
377 printf("adding set on todo list: %d,%d %03x %d\n",
378 s
->x
, s
->y
, s
->mask
, s
->mines
);
381 s
->prev
= ss
->todo_tail
;
391 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
398 * Normalise so that x and y are genuinely the bounding
401 while (!(mask
& (1|8|64)))
403 while (!(mask
& (1|2|4)))
407 * Create a set structure and add it to the tree.
409 s
= snew(struct set
);
415 if (add234(ss
->sets
, s
) != s
) {
417 * This set already existed! Free it and return.
424 * We've added a new set to the tree, so put it on the todo
430 static void ss_remove(struct setstore
*ss
, struct set
*s
)
432 struct set
*next
= s
->next
, *prev
= s
->prev
;
434 #ifdef SOLVER_DIAGNOSTICS
435 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
438 * Remove s from the todo list.
442 else if (s
== ss
->todo_head
)
443 ss
->todo_head
= next
;
447 else if (s
== ss
->todo_tail
)
448 ss
->todo_tail
= prev
;
453 * Remove s from the tree.
458 * Destroy the actual set structure.
464 * Return a dynamically allocated list of all the sets which
465 * overlap a provided input set.
467 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
469 struct set
**ret
= NULL
;
470 int nret
= 0, retsize
= 0;
473 for (xx
= x
-3; xx
< x
+3; xx
++)
474 for (yy
= y
-3; yy
< y
+3; yy
++) {
479 * Find the first set with these top left coordinates.
485 if (findrelpos234(ss
->sets
, &stmp
, NULL
, REL234_GE
, &pos
)) {
486 while ((s
= index234(ss
->sets
, pos
)) != NULL
&&
487 s
->x
== xx
&& s
->y
== yy
) {
489 * This set potentially overlaps the input one.
490 * Compute the intersection to see if they
491 * really overlap, and add it to the list if
494 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
496 * There's an overlap.
498 if (nret
>= retsize
) {
500 ret
= sresize(ret
, retsize
, struct set
*);
510 ret
= sresize(ret
, nret
+1, struct set
*);
517 * Get an element from the head of the set todo list.
519 static struct set
*ss_todo(struct setstore
*ss
)
522 struct set
*ret
= ss
->todo_head
;
523 ss
->todo_head
= ret
->next
;
525 ss
->todo_head
->prev
= NULL
;
527 ss
->todo_tail
= NULL
;
528 ret
->next
= ret
->prev
= NULL
;
541 static void std_add(struct squaretodo
*std
, int i
)
544 std
->next
[std
->tail
] = i
;
551 static void known_squares(int w
, int h
, struct squaretodo
*std
,
553 int (*open
)(void *ctx
, int x
, int y
), void *openctx
,
554 int x
, int y
, int mask
, int mine
)
560 for (yy
= 0; yy
< 3; yy
++)
561 for (xx
= 0; xx
< 3; xx
++) {
563 int i
= (y
+ yy
) * w
+ (x
+ xx
);
566 * It's possible that this square is _already_
567 * known, in which case we don't try to add it to
573 grid
[i
] = -1; /* and don't open it! */
575 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
576 assert(grid
[i
] != -1); /* *bang* */
587 * This is data returned from the `perturb' function. It details
588 * which squares have become mines and which have become clear. The
589 * solver is (of course) expected to honourably not use that
590 * knowledge directly, but to efficently adjust its internal data
591 * structures and proceed based on only the information it
594 struct perturbation
{
596 int delta
; /* +1 == become a mine; -1 == cleared */
598 struct perturbations
{
600 struct perturbation
*changes
;
604 * Main solver entry point. You give it a grid of existing
605 * knowledge (-1 for a square known to be a mine, 0-8 for empty
606 * squares with a given number of neighbours, -2 for completely
607 * unknown), plus a function which you can call to open new squares
608 * once you're confident of them. It fills in as much more of the
613 * - -1 means deduction stalled and nothing could be done
614 * - 0 means deduction succeeded fully
615 * - >0 means deduction succeeded but some number of perturbation
616 * steps were required; the exact return value is the number of
619 static int minesolve(int w
, int h
, int n
, signed char *grid
,
620 int (*open
)(void *ctx
, int x
, int y
),
621 struct perturbations
*(*perturb
)(void *ctx
,
623 int x
, int y
, int mask
),
624 void *ctx
, random_state
*rs
)
626 struct setstore
*ss
= ss_new();
628 struct squaretodo astd
, *std
= &astd
;
633 * Set up a linked list of squares with known contents, so that
634 * we can process them one by one.
636 std
->next
= snewn(w
*h
, int);
637 std
->head
= std
->tail
= -1;
640 * Initialise that list with all known squares in the input
643 for (y
= 0; y
< h
; y
++) {
644 for (x
= 0; x
< w
; x
++) {
652 * Main deductive loop.
655 int done_something
= FALSE
;
659 * If there are any known squares on the todo list, process
660 * them and construct a set for each.
662 while (std
->head
!= -1) {
664 #ifdef SOLVER_DIAGNOSTICS
665 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
667 std
->head
= std
->next
[i
];
675 int dx
, dy
, mines
, bit
, val
;
676 #ifdef SOLVER_DIAGNOSTICS
677 printf("creating set around this square\n");
680 * Empty square. Construct the set of non-known squares
681 * around this one, and determine its mine count.
686 for (dy
= -1; dy
<= +1; dy
++) {
687 for (dx
= -1; dx
<= +1; dx
++) {
688 #ifdef SOLVER_DIAGNOSTICS
689 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
691 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
692 /* ignore this one */;
693 else if (grid
[i
+dy
*w
+dx
] == -1)
695 else if (grid
[i
+dy
*w
+dx
] == -2)
701 ss_add(ss
, x
-1, y
-1, val
, mines
);
705 * Now, whether the square is empty or full, we must
706 * find any set which contains it and replace it with
707 * one which does not.
710 #ifdef SOLVER_DIAGNOSTICS
711 printf("finding sets containing known square %d,%d\n", x
, y
);
713 list
= ss_overlap(ss
, x
, y
, 1);
715 for (j
= 0; list
[j
]; j
++) {
716 int newmask
, newmines
;
721 * Compute the mask for this set minus the
722 * newly known square.
724 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
727 * Compute the new mine count.
729 newmines
= s
->mines
- (grid
[i
] == -1);
732 * Insert the new set into the collection,
733 * unless it's been whittled right down to
737 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
740 * Destroy the old one; it is actually obsolete.
749 * Marking a fresh square as known certainly counts as
752 done_something
= TRUE
;
756 * Now pick a set off the to-do list and attempt deductions
759 if ((s
= ss_todo(ss
)) != NULL
) {
761 #ifdef SOLVER_DIAGNOSTICS
762 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
765 * Firstly, see if this set has a mine count of zero or
766 * of its own cardinality.
768 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
770 * If so, we can immediately mark all the squares
771 * in the set as known.
773 #ifdef SOLVER_DIAGNOSTICS
776 known_squares(w
, h
, std
, grid
, open
, ctx
,
777 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
780 * Having done that, we need do nothing further
781 * with this set; marking all the squares in it as
782 * known will eventually eliminate it, and will
783 * also permit further deductions about anything
790 * Failing that, we now search through all the sets
791 * which overlap this one.
793 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
795 for (j
= 0; list
[j
]; j
++) {
796 struct set
*s2
= list
[j
];
797 int swing
, s2wing
, swc
, s2wc
;
800 * Find the non-overlapping parts s2-s and s-s2,
801 * and their cardinalities.
803 * I'm going to refer to these parts as `wings'
804 * surrounding the central part common to both
805 * sets. The `s wing' is s-s2; the `s2 wing' is
808 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
810 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
812 swc
= bitcount16(swing
);
813 s2wc
= bitcount16(s2wing
);
816 * If one set has more mines than the other, and
817 * the number of extra mines is equal to the
818 * cardinality of that set's wing, then we can mark
819 * every square in the wing as a known mine, and
820 * every square in the other wing as known clear.
822 if (swc
== s
->mines
- s2
->mines
||
823 s2wc
== s2
->mines
- s
->mines
) {
824 known_squares(w
, h
, std
, grid
, open
, ctx
,
826 (swc
== s
->mines
- s2
->mines
));
827 known_squares(w
, h
, std
, grid
, open
, ctx
,
828 s2
->x
, s2
->y
, s2wing
,
829 (s2wc
== s2
->mines
- s
->mines
));
834 * Failing that, see if one set is a subset of the
835 * other. If so, we can divide up the mine count of
836 * the larger set between the smaller set and its
837 * complement, even if neither smaller set ends up
838 * being immediately clearable.
840 if (swc
== 0 && s2wc
!= 0) {
841 /* s is a subset of s2. */
842 assert(s2
->mines
> s
->mines
);
843 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
844 } else if (s2wc
== 0 && swc
!= 0) {
845 /* s2 is a subset of s. */
846 assert(s
->mines
> s2
->mines
);
847 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
854 * In this situation we have definitely done
855 * _something_, even if it's only reducing the size of
858 done_something
= TRUE
;
861 * We have nothing left on our todo list, which means
862 * all localised deductions have failed. Our next step
863 * is to resort to global deduction based on the total
864 * mine count. This is computationally expensive
865 * compared to any of the above deductions, which is
866 * why we only ever do it when all else fails, so that
867 * hopefully it won't have to happen too often.
869 * If you pass n<0 into this solver, that informs it
870 * that you do not know the total mine count, so it
871 * won't even attempt these deductions.
874 int minesleft
, squaresleft
;
875 int nsets
, setused
[10], cursor
;
878 * Start by scanning the current grid state to work out
879 * how many unknown squares we still have, and how many
880 * mines are to be placed in them.
884 for (i
= 0; i
< w
*h
; i
++) {
887 else if (grid
[i
] == -2)
891 #ifdef SOLVER_DIAGNOSTICS
892 printf("global deduction time: squaresleft=%d minesleft=%d\n",
893 squaresleft
, minesleft
);
894 for (y
= 0; y
< h
; y
++) {
895 for (x
= 0; x
< w
; x
++) {
911 * If there _are_ no unknown squares, we have actually
914 if (squaresleft
== 0) {
915 assert(minesleft
== 0);
920 * First really simple case: if there are no more mines
921 * left, or if there are exactly as many mines left as
922 * squares to play them in, then it's all easy.
924 if (minesleft
== 0 || minesleft
== squaresleft
) {
925 for (i
= 0; i
< w
*h
; i
++)
927 known_squares(w
, h
, std
, grid
, open
, ctx
,
928 i
% w
, i
/ w
, 1, minesleft
!= 0);
929 continue; /* now go back to main deductive loop */
933 * Failing that, we have to do some _real_ work.
934 * Ideally what we do here is to try every single
935 * combination of the currently available sets, in an
936 * attempt to find a disjoint union (i.e. a set of
937 * squares with a known mine count between them) such
938 * that the remaining unknown squares _not_ contained
939 * in that union either contain no mines or are all
942 * Actually enumerating all 2^n possibilities will get
943 * a bit slow for large n, so I artificially cap this
944 * recursion at n=10 to avoid too much pain.
946 nsets
= count234(ss
->sets
);
947 if (nsets
<= lenof(setused
)) {
949 * Doing this with actual recursive function calls
950 * would get fiddly because a load of local
951 * variables from this function would have to be
952 * passed down through the recursion. So instead
953 * I'm going to use a virtual recursion within this
954 * function. The way this works is:
956 * - we have an array `setused', such that
957 * setused[n] is 0 or 1 depending on whether set
958 * n is currently in the union we are
961 * - we have a value `cursor' which indicates how
962 * much of `setused' we have so far filled in.
963 * It's conceptually the recursion depth.
965 * We begin by setting `cursor' to zero. Then:
967 * - if cursor can advance, we advance it by one.
968 * We set the value in `setused' that it went
969 * past to 1 if that set is disjoint from
970 * anything else currently in `setused', or to 0
973 * - If cursor cannot advance because it has
974 * reached the end of the setused list, then we
975 * have a maximal disjoint union. Check to see
976 * whether its mine count has any useful
977 * properties. If so, mark all the squares not
978 * in the union as known and terminate.
980 * - If cursor has reached the end of setused and
981 * the algorithm _hasn't_ terminated, back
982 * cursor up to the nearest 1, turn it into a 0
983 * and advance cursor just past it.
985 * - If we attempt to back up to the nearest 1 and
986 * there isn't one at all, then we have gone
987 * through all disjoint unions of sets in the
988 * list and none of them has been helpful, so we
991 struct set
*sets
[lenof(setused
)];
992 for (i
= 0; i
< nsets
; i
++)
993 sets
[i
] = index234(ss
->sets
, i
);
998 if (cursor
< nsets
) {
1001 /* See if any existing set overlaps this one. */
1002 for (i
= 0; i
< cursor
; i
++)
1004 setmunge(sets
[cursor
]->x
,
1007 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1015 * We're adding this set to our union,
1016 * so adjust minesleft and squaresleft
1019 minesleft
-= sets
[cursor
]->mines
;
1020 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1023 setused
[cursor
++] = ok
;
1025 #ifdef SOLVER_DIAGNOSTICS
1026 printf("trying a set combination with %d %d\n",
1027 squaresleft
, minesleft
);
1028 #endif /* SOLVER_DIAGNOSTICS */
1031 * We've reached the end. See if we've got
1032 * anything interesting.
1034 if (squaresleft
> 0 &&
1035 (minesleft
== 0 || minesleft
== squaresleft
)) {
1037 * We have! There is at least one
1038 * square not contained within the set
1039 * union we've just found, and we can
1040 * deduce that either all such squares
1041 * are mines or all are not (depending
1042 * on whether minesleft==0). So now all
1043 * we have to do is actually go through
1044 * the grid, find those squares, and
1047 for (i
= 0; i
< w
*h
; i
++)
1048 if (grid
[i
] == -2) {
1052 for (j
= 0; j
< nsets
; j
++)
1054 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1055 sets
[j
]->mask
, x
, y
, 1,
1061 known_squares(w
, h
, std
, grid
,
1063 x
, y
, 1, minesleft
!= 0);
1066 done_something
= TRUE
;
1067 break; /* return to main deductive loop */
1071 * If we reach here, then this union hasn't
1072 * done us any good, so move on to the
1073 * next. Backtrack cursor to the nearest 1,
1074 * change it to a 0 and continue.
1076 while (--cursor
>= 0 && !setused
[cursor
]);
1078 assert(setused
[cursor
]);
1081 * We're removing this set from our
1082 * union, so re-increment minesleft and
1085 minesleft
+= sets
[cursor
]->mines
;
1086 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1088 setused
[cursor
++] = 0;
1091 * We've backtracked all the way to the
1092 * start without finding a single 1,
1093 * which means that our virtual
1094 * recursion is complete and nothing
1109 #ifdef SOLVER_DIAGNOSTICS
1111 * Dump the current known state of the grid.
1113 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1114 for (y
= 0; y
< h
; y
++) {
1115 for (x
= 0; x
< w
; x
++) {
1116 int v
= grid
[y
*w
+x
];
1132 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1133 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1138 * Now we really are at our wits' end as far as solving
1139 * this grid goes. Our only remaining option is to call
1140 * a perturb function and ask it to modify the grid to
1144 struct perturbations
*ret
;
1150 * Choose a set at random from the current selection,
1151 * and ask the perturb function to either fill or empty
1154 * If we have no sets at all, we must give up.
1156 if (count234(ss
->sets
) == 0) {
1157 #ifdef SOLVER_DIAGNOSTICS
1158 printf("perturbing on entire unknown set\n");
1160 ret
= perturb(ctx
, grid
, 0, 0, 0);
1162 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1163 #ifdef SOLVER_DIAGNOSTICS
1164 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1166 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1170 assert(ret
->n
> 0); /* otherwise should have been NULL */
1173 * A number of squares have been fiddled with, and
1174 * the returned structure tells us which. Adjust
1175 * the mine count in any set which overlaps one of
1176 * those squares, and put them back on the to-do
1177 * list. Also, if the square itself is marked as a
1178 * known non-mine, put it back on the squares-to-do
1181 for (i
= 0; i
< ret
->n
; i
++) {
1182 #ifdef SOLVER_DIAGNOSTICS
1183 printf("perturbation %s mine at %d,%d\n",
1184 ret
->changes
[i
].delta
> 0 ?
"added" : "removed",
1185 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1188 if (ret
->changes
[i
].delta
< 0 &&
1189 grid
[ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
] != -2) {
1190 std_add(std
, ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
);
1193 list
= ss_overlap(ss
,
1194 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1196 for (j
= 0; list
[j
]; j
++) {
1197 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1198 ss_add_todo(ss
, list
[j
]);
1205 * Now free the returned data.
1207 sfree(ret
->changes
);
1210 #ifdef SOLVER_DIAGNOSTICS
1212 * Dump the current known state of the grid.
1214 printf("state after perturbation:\n");
1215 for (y
= 0; y
< h
; y
++) {
1216 for (x
= 0; x
< w
; x
++) {
1217 int v
= grid
[y
*w
+x
];
1233 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1234 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1239 * And now we can go back round the deductive loop.
1246 * If we get here, even that didn't work (either we didn't
1247 * have a perturb function or it returned failure), so we
1254 * See if we've got any unknown squares left.
1256 for (y
= 0; y
< h
; y
++)
1257 for (x
= 0; x
< w
; x
++)
1258 if (grid
[y
*w
+x
] == -2) {
1259 nperturbs
= -1; /* failed to complete */
1264 * Free the set list and square-todo list.
1268 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1270 freetree234(ss
->sets
);
1278 /* ----------------------------------------------------------------------
1279 * Grid generator which uses the above solver.
1286 int allow_big_perturbs
;
1290 static int mineopen(void *vctx
, int x
, int y
)
1292 struct minectx
*ctx
= (struct minectx
*)vctx
;
1295 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1296 if (ctx
->grid
[y
* ctx
->w
+ x
])
1297 return -1; /* *bang* */
1300 for (i
= -1; i
<= +1; i
++) {
1301 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1303 for (j
= -1; j
<= +1; j
++) {
1304 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1306 if (i
== 0 && j
== 0)
1308 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1316 /* Structure used internally to mineperturb(). */
1318 int x
, y
, type
, random
;
1320 static int squarecmp(const void *av
, const void *bv
)
1322 const struct square
*a
= (const struct square
*)av
;
1323 const struct square
*b
= (const struct square
*)bv
;
1324 if (a
->type
< b
->type
)
1326 else if (a
->type
> b
->type
)
1328 else if (a
->random
< b
->random
)
1330 else if (a
->random
> b
->random
)
1332 else if (a
->y
< b
->y
)
1334 else if (a
->y
> b
->y
)
1336 else if (a
->x
< b
->x
)
1338 else if (a
->x
> b
->x
)
1344 * Normally this function is passed an (x,y,mask) set description.
1345 * On occasions, though, there is no _localised_ set being used,
1346 * and the set being perturbed is supposed to be the entirety of
1347 * the unreachable area. This is signified by the special case
1348 * mask==0: in this case, anything labelled -2 in the grid is part
1351 * Allowing perturbation in this special case appears to make it
1352 * guaranteeably possible to generate a workable grid for any mine
1353 * density, but they tend to be a bit boring, with mines packed
1354 * densely into far corners of the grid and the remainder being
1355 * less dense than one might like. Therefore, to improve overall
1356 * grid quality I disable this feature for the first few attempts,
1357 * and fall back to it after no useful grid has been generated.
1359 static struct perturbations
*mineperturb(void *vctx
, signed char *grid
,
1360 int setx
, int sety
, int mask
)
1362 struct minectx
*ctx
= (struct minectx
*)vctx
;
1363 struct square
*sqlist
;
1364 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1365 struct square
**tofill
, **toempty
, **todo
;
1366 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1367 struct perturbations
*ret
;
1370 if (!mask
&& !ctx
->allow_big_perturbs
)
1374 * Make a list of all the squares in the grid which we can
1375 * possibly use. This list should be in preference order, which
1378 * - first, unknown squares on the boundary of known space
1379 * - next, unknown squares beyond that boundary
1380 * - as a very last resort, known squares, but not within one
1381 * square of the starting position.
1383 * Each of these sections needs to be shuffled independently.
1384 * We do this by preparing list of all squares and then sorting
1385 * it with a random secondary key.
1387 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1389 for (y
= 0; y
< ctx
->h
; y
++)
1390 for (x
= 0; x
< ctx
->w
; x
++) {
1392 * If this square is too near the starting position,
1393 * don't put it on the list at all.
1395 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1399 * If this square is in the input set, also don't put
1402 if ((mask
== 0 && grid
[y
*ctx
->w
+x
] == -2) ||
1403 (x
>= setx
&& x
< setx
+ 3 &&
1404 y
>= sety
&& y
< sety
+ 3 &&
1405 mask
& (1 << ((y
-sety
)*3+(x
-setx
)))))
1411 if (grid
[y
*ctx
->w
+x
] != -2) {
1412 sqlist
[n
].type
= 3; /* known square */
1415 * Unknown square. Examine everything around it and
1416 * see if it borders on any known squares. If it
1417 * does, it's class 1, otherwise it's 2.
1422 for (dy
= -1; dy
<= +1; dy
++)
1423 for (dx
= -1; dx
<= +1; dx
++)
1424 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1425 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1426 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1433 * Finally, a random number to cause qsort to
1434 * shuffle within each group.
1436 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1441 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1444 * Now count up the number of full and empty squares in the set
1445 * we've been provided.
1449 for (dy
= 0; dy
< 3; dy
++)
1450 for (dx
= 0; dx
< 3; dx
++)
1451 if (mask
& (1 << (dy
*3+dx
))) {
1452 assert(setx
+dx
<= ctx
->w
);
1453 assert(sety
+dy
<= ctx
->h
);
1454 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1460 for (y
= 0; y
< ctx
->h
; y
++)
1461 for (x
= 0; x
< ctx
->w
; x
++)
1462 if (grid
[y
*ctx
->w
+x
] == -2) {
1463 if (ctx
->grid
[y
*ctx
->w
+x
])
1471 * Now go through our sorted list until we find either `nfull'
1472 * empty squares, or `nempty' full squares; these will be
1473 * swapped with the appropriate squares in the set to either
1474 * fill or empty the set while keeping the same number of mines
1477 ntofill
= ntoempty
= 0;
1479 tofill
= snewn(9, struct square
*);
1480 toempty
= snewn(9, struct square
*);
1482 tofill
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1483 toempty
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1485 for (i
= 0; i
< n
; i
++) {
1486 struct square
*sq
= &sqlist
[i
];
1487 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1488 toempty
[ntoempty
++] = sq
;
1490 tofill
[ntofill
++] = sq
;
1491 if (ntofill
== nfull
|| ntoempty
== nempty
)
1496 * If we haven't found enough empty squares outside the set to
1497 * empty it into _or_ enough full squares outside it to fill it
1498 * up with, we'll have to settle for doing only a partial job.
1499 * In this case we choose to always _fill_ the set (because
1500 * this case will tend to crop up when we're working with very
1501 * high mine densities and the only way to get a solvable grid
1502 * is going to be to pack most of the mines solidly around the
1503 * edges). So now our job is to make a list of the empty
1504 * squares in the set, and shuffle that list so that we fill a
1505 * random selection of them.
1507 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1510 assert(ntoempty
!= 0);
1512 setlist
= snewn(ctx
->w
* ctx
->h
, int);
1515 for (dy
= 0; dy
< 3; dy
++)
1516 for (dx
= 0; dx
< 3; dx
++)
1517 if (mask
& (1 << (dy
*3+dx
))) {
1518 assert(setx
+dx
<= ctx
->w
);
1519 assert(sety
+dy
<= ctx
->h
);
1520 if (!ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1521 setlist
[i
++] = (sety
+dy
)*ctx
->w
+(setx
+dx
);
1524 for (y
= 0; y
< ctx
->h
; y
++)
1525 for (x
= 0; x
< ctx
->w
; x
++)
1526 if (grid
[y
*ctx
->w
+x
] == -2) {
1527 if (!ctx
->grid
[y
*ctx
->w
+x
])
1528 setlist
[i
++] = y
*ctx
->w
+x
;
1531 assert(i
> ntoempty
);
1533 * Now pick `ntoempty' items at random from the list.
1535 for (k
= 0; k
< ntoempty
; k
++) {
1536 int index
= k
+ random_upto(ctx
->rs
, i
- k
);
1540 setlist
[k
] = setlist
[index
];
1541 setlist
[index
] = tmp
;
1547 * Now we're pretty much there. We need to either
1548 * (a) put a mine in each of the empty squares in the set, and
1549 * take one out of each square in `toempty'
1550 * (b) take a mine out of each of the full squares in the set,
1551 * and put one in each square in `tofill'
1552 * depending on which one we've found enough squares to do.
1554 * So we start by constructing our list of changes to return to
1555 * the solver, so that it can update its data structures
1556 * efficiently rather than having to rescan the whole grid.
1558 ret
= snew(struct perturbations
);
1559 if (ntofill
== nfull
) {
1567 * (We also fall into this case if we've constructed a
1577 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1578 for (i
= 0; i
< ntodo
; i
++) {
1579 ret
->changes
[i
].x
= todo
[i
]->x
;
1580 ret
->changes
[i
].y
= todo
[i
]->y
;
1581 ret
->changes
[i
].delta
= dtodo
;
1583 /* now i == ntodo */
1586 assert(todo
== toempty
);
1587 for (j
= 0; j
< ntoempty
; j
++) {
1588 ret
->changes
[i
].x
= setlist
[j
] % ctx
->w
;
1589 ret
->changes
[i
].y
= setlist
[j
] / ctx
->w
;
1590 ret
->changes
[i
].delta
= dset
;
1595 for (dy
= 0; dy
< 3; dy
++)
1596 for (dx
= 0; dx
< 3; dx
++)
1597 if (mask
& (1 << (dy
*3+dx
))) {
1598 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ?
+1 : -1);
1599 if (dset
== -currval
) {
1600 ret
->changes
[i
].x
= setx
+ dx
;
1601 ret
->changes
[i
].y
= sety
+ dy
;
1602 ret
->changes
[i
].delta
= dset
;
1607 for (y
= 0; y
< ctx
->h
; y
++)
1608 for (x
= 0; x
< ctx
->w
; x
++)
1609 if (grid
[y
*ctx
->w
+x
] == -2) {
1610 int currval
= (ctx
->grid
[y
*ctx
->w
+x
] ?
+1 : -1);
1611 if (dset
== -currval
) {
1612 ret
->changes
[i
].x
= x
;
1613 ret
->changes
[i
].y
= y
;
1614 ret
->changes
[i
].delta
= dset
;
1619 assert(i
== ret
->n
);
1625 * Having set up the precise list of changes we're going to
1626 * make, we now simply make them and return.
1628 for (i
= 0; i
< ret
->n
; i
++) {
1631 x
= ret
->changes
[i
].x
;
1632 y
= ret
->changes
[i
].y
;
1633 delta
= ret
->changes
[i
].delta
;
1636 * Check we're not trying to add an existing mine or remove
1639 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1642 * Actually make the change.
1644 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1647 * Update any numbers already present in the grid.
1649 for (dy
= -1; dy
<= +1; dy
++)
1650 for (dx
= -1; dx
<= +1; dx
++)
1651 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1652 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1653 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1654 if (dx
== 0 && dy
== 0) {
1656 * The square itself is marked as known in
1657 * the grid. Mark it as a mine if it's a
1658 * mine, or else work out its number.
1661 grid
[y
*ctx
->w
+x
] = -1;
1663 int dx2
, dy2
, minecount
= 0;
1664 for (dy2
= -1; dy2
<= +1; dy2
++)
1665 for (dx2
= -1; dx2
<= +1; dx2
++)
1666 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1667 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1668 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1670 grid
[y
*ctx
->w
+x
] = minecount
;
1673 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1674 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1679 #ifdef GENERATION_DIAGNOSTICS
1682 printf("grid after perturbing:\n");
1683 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1684 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1685 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1686 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1704 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1707 char *ret
= snewn(w
*h
, char);
1715 memset(ret
, 0, w
*h
);
1718 * Start by placing n mines, none of which is at x,y or within
1722 int *tmp
= snewn(w
*h
, int);
1726 * Write down the list of possible mine locations.
1729 for (i
= 0; i
< h
; i
++)
1730 for (j
= 0; j
< w
; j
++)
1731 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1735 * Now pick n off the list at random.
1739 i
= random_upto(rs
, k
);
1747 #ifdef GENERATION_DIAGNOSTICS
1750 printf("grid after initial generation:\n");
1751 for (yy
= 0; yy
< h
; yy
++) {
1752 for (xx
= 0; xx
< w
; xx
++) {
1753 int v
= ret
[yy
*w
+xx
];
1754 if (yy
== y
&& xx
== x
) {
1770 * Now set up a results grid to run the solver in, and a
1771 * context for the solver to open squares. Then run the solver
1772 * repeatedly; if the number of perturb steps ever goes up or
1773 * it ever returns -1, give up completely.
1775 * We bypass this bit if we're not after a unique grid.
1778 signed char *solvegrid
= snewn(w
*h
, char);
1779 struct minectx actx
, *ctx
= &actx
;
1780 int solveret
, prevret
= -2;
1788 ctx
->allow_big_perturbs
= (ntries
> 100);
1791 memset(solvegrid
, -2, w
*h
);
1792 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1793 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1796 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1797 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1800 } else if (solveret
== 0) {
1817 * The Mines game descriptions contain the location of every mine,
1818 * and can therefore be used to cheat.
1820 * It would be pointless to attempt to _prevent_ this form of
1821 * cheating by encrypting the description, since Mines is
1822 * open-source so anyone can find out the encryption key. However,
1823 * I think it is worth doing a bit of gentle obfuscation to prevent
1824 * _accidental_ spoilers: if you happened to note that the game ID
1825 * starts with an F, for example, you might be unable to put the
1826 * knowledge of those mines out of your mind while playing. So,
1827 * just as discussions of film endings are rot13ed to avoid
1828 * spoiling it for people who don't want to be told, we apply a
1829 * keyless, reversible, but visually completely obfuscatory masking
1830 * function to the mine bitmap.
1832 static void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
)
1834 int bytes
, firsthalf
, secondhalf
;
1836 unsigned char *seedstart
;
1838 unsigned char *targetstart
;
1844 * My obfuscation algorithm is similar in concept to the OAEP
1845 * encoding used in some forms of RSA. Here's a specification
1848 * + We have a `masking function' which constructs a stream of
1849 * pseudorandom bytes from a seed of some number of input
1852 * + We pad out our input bit stream to a whole number of
1853 * bytes by adding up to 7 zero bits on the end. (In fact
1854 * the bitmap passed as input to this function will already
1855 * have had this done in practice.)
1857 * + We divide the _byte_ stream exactly in half, rounding the
1858 * half-way position _down_. So an 81-bit input string, for
1859 * example, rounds up to 88 bits or 11 bytes, and then
1860 * dividing by two gives 5 bytes in the first half and 6 in
1863 * + We generate a mask from the second half of the bytes, and
1864 * XOR it over the first half.
1866 * + We generate a mask from the (encoded) first half of the
1867 * bytes, and XOR it over the second half. Any null bits at
1868 * the end which were added as padding are cleared back to
1869 * zero even if this operation would have made them nonzero.
1871 * To de-obfuscate, the steps are precisely the same except
1872 * that the final two are reversed.
1874 * Finally, our masking function. Given an input seed string of
1875 * bytes, the output mask consists of concatenating the SHA-1
1876 * hashes of the seed string and successive decimal integers,
1880 bytes
= (bits
+ 7) / 8;
1881 firsthalf
= bytes
/ 2;
1882 secondhalf
= bytes
- firsthalf
;
1884 steps
[decode ?
1 : 0].seedstart
= bmp
+ firsthalf
;
1885 steps
[decode ?
1 : 0].seedlen
= secondhalf
;
1886 steps
[decode ?
1 : 0].targetstart
= bmp
;
1887 steps
[decode ?
1 : 0].targetlen
= firsthalf
;
1889 steps
[decode ?
0 : 1].seedstart
= bmp
;
1890 steps
[decode ?
0 : 1].seedlen
= firsthalf
;
1891 steps
[decode ?
0 : 1].targetstart
= bmp
+ firsthalf
;
1892 steps
[decode ?
0 : 1].targetlen
= secondhalf
;
1894 for (i
= 0; i
< 2; i
++) {
1895 SHA_State base
, final
;
1896 unsigned char digest
[20];
1898 int digestpos
= 20, counter
= 0;
1901 SHA_Bytes(&base
, steps
[i
].seedstart
, steps
[i
].seedlen
);
1903 for (j
= 0; j
< steps
[i
].targetlen
; j
++) {
1904 if (digestpos
>= 20) {
1905 sprintf(numberbuf
, "%d", counter
++);
1907 SHA_Bytes(&final
, numberbuf
, strlen(numberbuf
));
1908 SHA_Final(&final
, digest
);
1911 steps
[i
].targetstart
[j
] ^= digest
[digestpos
++];
1915 * Mask off the pad bits in the final byte after both steps.
1918 bmp
[bits
/ 8] &= 0xFF & (0xFF00 >> (bits
% 8));
1922 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1923 random_state
*rs
, char **game_desc
)
1925 signed char *grid
, *ret
, *p
;
1929 #ifdef TEST_OBFUSCATION
1930 static int tested_obfuscation
= FALSE
;
1931 if (!tested_obfuscation
) {
1933 * A few simple test vectors for the obfuscator.
1935 * First test: the 28-bit stream 1234567. This divides up
1936 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1937 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1938 * we XOR the 16-bit string 15CE into the input 1234 to get
1939 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1940 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1941 * 12-bit string 337 into the input 567 to get 650. Thus
1942 * our output is 07FA650.
1945 unsigned char bmp1
[] = "\x12\x34\x56\x70";
1946 obfuscate_bitmap(bmp1
, 28, FALSE
);
1947 printf("test 1 encode: %s\n",
1948 memcmp(bmp1
, "\x07\xfa\x65\x00", 4) ?
"failed" : "passed");
1949 obfuscate_bitmap(bmp1
, 28, TRUE
);
1950 printf("test 1 decode: %s\n",
1951 memcmp(bmp1
, "\x12\x34\x56\x70", 4) ?
"failed" : "passed");
1954 * Second test: a long string to make sure we switch from
1955 * one SHA to the next correctly. My input string this time
1956 * is simply fifty bytes of zeroes.
1959 unsigned char bmp2
[50];
1960 unsigned char bmp2a
[50];
1961 memset(bmp2
, 0, 50);
1962 memset(bmp2a
, 0, 50);
1963 obfuscate_bitmap(bmp2
, 50 * 8, FALSE
);
1965 * SHA of twenty-five zero bytes plus "0" is
1966 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1967 * twenty-five zero bytes plus "1" is
1968 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1969 * first half becomes
1970 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1972 * SHA of that lot plus "0" is
1973 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1974 * same string plus "1" is
1975 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1976 * second half becomes
1977 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1979 printf("test 2 encode: %s\n",
1980 memcmp(bmp2
, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1981 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1982 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1983 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1984 "\xd8\xdf\x78", 50) ?
"failed" : "passed");
1985 obfuscate_bitmap(bmp2
, 50 * 8, TRUE
);
1986 printf("test 2 decode: %s\n",
1987 memcmp(bmp2
, bmp2a
, 50) ?
"failed" : "passed");
1992 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
1996 * Set up the mine bitmap and obfuscate it.
1999 bmp
= snewn((area
+ 7) / 8, unsigned char);
2000 memset(bmp
, 0, (area
+ 7) / 8);
2001 for (i
= 0; i
< area
; i
++) {
2003 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
2005 obfuscate_bitmap(bmp
, area
, FALSE
);
2008 * Now encode the resulting bitmap in hex. We can work to
2009 * nibble rather than byte granularity, since the obfuscation
2010 * function guarantees to return a bit string of the same
2011 * length as its input.
2013 ret
= snewn((area
+3)/4 + 100, char);
2014 p
= ret
+ sprintf(ret
, "%d,%d,m", x
, y
); /* 'm' == masked */
2015 for (i
= 0; i
< (area
+3)/4; i
++) {
2019 *p
++ = "0123456789abcdef"[v
& 0xF];
2031 static char *new_game_desc(game_params
*params
, random_state
*rs
,
2032 game_aux_info
**aux
, int interactive
)
2036 * For batch-generated grids, pre-open one square.
2038 int x
= random_upto(rs
, params
->w
);
2039 int y
= random_upto(rs
, params
->h
);
2043 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
2044 x
, y
, params
->unique
, rs
, &desc
);
2048 char *rsdesc
, *desc
;
2050 rsdesc
= random_state_encode(rs
);
2051 desc
= snewn(strlen(rsdesc
) + 100, char);
2052 sprintf(desc
, "r%d,%c,%s", params
->n
, params
->unique ?
'u' : 'a', rsdesc
);
2058 static void game_free_aux_info(game_aux_info
*aux
)
2060 assert(!"Shouldn't happen");
2063 static char *validate_desc(game_params
*params
, char *desc
)
2065 int wh
= params
->w
* params
->h
;
2069 if (!*desc
|| !isdigit((unsigned char)*desc
))
2070 return "No initial mine count in game description";
2071 while (*desc
&& isdigit((unsigned char)*desc
))
2072 desc
++; /* skip over mine count */
2074 return "No ',' after initial x-coordinate in game description";
2076 if (*desc
!= 'u' && *desc
!= 'a')
2077 return "No uniqueness specifier in game description";
2080 return "No ',' after uniqueness specifier in game description";
2081 /* now ignore the rest */
2083 if (!*desc
|| !isdigit((unsigned char)*desc
))
2084 return "No initial x-coordinate in game description";
2086 if (x
< 0 || x
>= params
->w
)
2087 return "Initial x-coordinate was out of range";
2088 while (*desc
&& isdigit((unsigned char)*desc
))
2089 desc
++; /* skip over x coordinate */
2091 return "No ',' after initial x-coordinate in game description";
2092 desc
++; /* eat comma */
2093 if (!*desc
|| !isdigit((unsigned char)*desc
))
2094 return "No initial y-coordinate in game description";
2096 if (y
< 0 || y
>= params
->h
)
2097 return "Initial y-coordinate was out of range";
2098 while (*desc
&& isdigit((unsigned char)*desc
))
2099 desc
++; /* skip over y coordinate */
2101 return "No ',' after initial y-coordinate in game description";
2102 desc
++; /* eat comma */
2103 /* eat `m', meaning `masked', if present */
2106 /* now just check length of remainder */
2107 if (strlen(desc
) != (wh
+3)/4)
2108 return "Game description is wrong length";
2114 static int open_square(game_state
*state
, int x
, int y
)
2116 int w
= state
->w
, h
= state
->h
;
2117 int xx
, yy
, nmines
, ncovered
;
2119 if (!state
->layout
->mines
) {
2121 * We have a preliminary game in which the mine layout
2122 * hasn't been generated yet. Generate it based on the
2123 * initial click location.
2126 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
2127 x
, y
, state
->layout
->unique
,
2130 midend_supersede_game_desc(state
->layout
->me
, desc
);
2132 random_free(state
->layout
->rs
);
2133 state
->layout
->rs
= NULL
;
2136 if (state
->layout
->mines
[y
*w
+x
]) {
2138 * The player has landed on a mine. Bad luck. Expose the
2139 * mine that killed them, but not the rest (in case they
2140 * want to Undo and carry on playing).
2143 state
->grid
[y
*w
+x
] = 65;
2148 * Otherwise, the player has opened a safe square. Mark it to-do.
2150 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
2153 * Now go through the grid finding all `todo' values and
2154 * opening them. Every time one of them turns out to have no
2155 * neighbouring mines, we add all its unopened neighbours to
2158 * FIXME: We really ought to be able to do this better than
2159 * using repeated N^2 scans of the grid.
2162 int done_something
= FALSE
;
2164 for (yy
= 0; yy
< h
; yy
++)
2165 for (xx
= 0; xx
< w
; xx
++)
2166 if (state
->grid
[yy
*w
+xx
] == -10) {
2169 assert(!state
->layout
->mines
[yy
*w
+xx
]);
2173 for (dx
= -1; dx
<= +1; dx
++)
2174 for (dy
= -1; dy
<= +1; dy
++)
2175 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2176 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2177 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2180 state
->grid
[yy
*w
+xx
] = v
;
2183 for (dx
= -1; dx
<= +1; dx
++)
2184 for (dy
= -1; dy
<= +1; dy
++)
2185 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2186 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2187 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2188 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2191 done_something
= TRUE
;
2194 if (!done_something
)
2199 * Finally, scan the grid and see if exactly as many squares
2200 * are still covered as there are mines. If so, set the `won'
2201 * flag and fill in mine markers on all covered squares.
2203 nmines
= ncovered
= 0;
2204 for (yy
= 0; yy
< h
; yy
++)
2205 for (xx
= 0; xx
< w
; xx
++) {
2206 if (state
->grid
[yy
*w
+xx
] < 0)
2208 if (state
->layout
->mines
[yy
*w
+xx
])
2211 assert(ncovered
>= nmines
);
2212 if (ncovered
== nmines
) {
2213 for (yy
= 0; yy
< h
; yy
++)
2214 for (xx
= 0; xx
< w
; xx
++) {
2215 if (state
->grid
[yy
*w
+xx
] < 0)
2216 state
->grid
[yy
*w
+xx
] = -1;
2224 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
2226 game_state
*state
= snew(game_state
);
2227 int i
, wh
, x
, y
, ret
, masked
;
2230 state
->w
= params
->w
;
2231 state
->h
= params
->h
;
2232 state
->n
= params
->n
;
2233 state
->dead
= state
->won
= FALSE
;
2234 state
->used_solve
= state
->just_used_solve
= FALSE
;
2236 wh
= state
->w
* state
->h
;
2238 state
->layout
= snew(struct mine_layout
);
2239 state
->layout
->refcount
= 1;
2241 state
->grid
= snewn(wh
, char);
2242 memset(state
->grid
, -2, wh
);
2246 state
->layout
->n
= atoi(desc
);
2247 while (*desc
&& isdigit((unsigned char)*desc
))
2248 desc
++; /* skip over mine count */
2249 if (*desc
) desc
++; /* eat comma */
2251 state
->layout
->unique
= FALSE
;
2253 state
->layout
->unique
= TRUE
;
2255 if (*desc
) desc
++; /* eat comma */
2257 state
->layout
->mines
= NULL
;
2258 state
->layout
->rs
= random_state_decode(desc
);
2259 state
->layout
->me
= me
;
2262 state
->layout
->rs
= NULL
;
2263 state
->layout
->me
= NULL
;
2265 state
->layout
->mines
= snewn(wh
, char);
2267 while (*desc
&& isdigit((unsigned char)*desc
))
2268 desc
++; /* skip over x coordinate */
2269 if (*desc
) desc
++; /* eat comma */
2271 while (*desc
&& isdigit((unsigned char)*desc
))
2272 desc
++; /* skip over y coordinate */
2273 if (*desc
) desc
++; /* eat comma */
2280 * We permit game IDs to be entered by hand without the
2281 * masking transformation.
2286 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2287 memset(bmp
, 0, (wh
+ 7) / 8);
2288 for (i
= 0; i
< (wh
+3)/4; i
++) {
2292 assert(c
!= 0); /* validate_desc should have caught */
2293 if (c
>= '0' && c
<= '9')
2295 else if (c
>= 'a' && c
<= 'f')
2297 else if (c
>= 'A' && c
<= 'F')
2302 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2306 obfuscate_bitmap(bmp
, wh
, TRUE
);
2308 memset(state
->layout
->mines
, 0, wh
);
2309 for (i
= 0; i
< wh
; i
++) {
2310 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2311 state
->layout
->mines
[i
] = 1;
2314 ret
= open_square(state
, x
, y
);
2320 static game_state
*dup_game(game_state
*state
)
2322 game_state
*ret
= snew(game_state
);
2327 ret
->dead
= state
->dead
;
2328 ret
->won
= state
->won
;
2329 ret
->used_solve
= state
->used_solve
;
2330 ret
->just_used_solve
= state
->just_used_solve
;
2331 ret
->layout
= state
->layout
;
2332 ret
->layout
->refcount
++;
2333 ret
->grid
= snewn(ret
->w
* ret
->h
, char);
2334 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2339 static void free_game(game_state
*state
)
2341 if (--state
->layout
->refcount
<= 0) {
2342 sfree(state
->layout
->mines
);
2343 if (state
->layout
->rs
)
2344 random_free(state
->layout
->rs
);
2345 sfree(state
->layout
);
2351 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
2355 * Simply expose the entire grid as if it were a completed
2361 if (!state
->layout
->mines
) {
2362 *error
= "Game has not been started yet";
2366 ret
= dup_game(state
);
2367 for (yy
= 0; yy
< ret
->h
; yy
++)
2368 for (xx
= 0; xx
< ret
->w
; xx
++) {
2370 if (ret
->layout
->mines
[yy
*ret
->w
+xx
]) {
2371 ret
->grid
[yy
*ret
->w
+xx
] = -1;
2377 for (dx
= -1; dx
<= +1; dx
++)
2378 for (dy
= -1; dy
<= +1; dy
++)
2379 if (xx
+dx
>= 0 && xx
+dx
< ret
->w
&&
2380 yy
+dy
>= 0 && yy
+dy
< ret
->h
&&
2381 ret
->layout
->mines
[(yy
+dy
)*ret
->w
+(xx
+dx
)])
2384 ret
->grid
[yy
*ret
->w
+xx
] = v
;
2387 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
2393 static char *game_text_format(game_state
*state
)
2398 ret
= snewn((state
->w
+ 1) * state
->h
+ 1, char);
2399 for (y
= 0; y
< state
->h
; y
++) {
2400 for (x
= 0; x
< state
->w
; x
++) {
2401 int v
= state
->grid
[y
*state
->w
+x
];
2404 else if (v
>= 1 && v
<= 8)
2408 else if (v
== -2 || v
== -3)
2412 ret
[y
* (state
->w
+1) + x
] = v
;
2414 ret
[y
* (state
->w
+1) + state
->w
] = '\n';
2416 ret
[(state
->w
+ 1) * state
->h
] = '\0';
2422 int hx
, hy
, hradius
; /* for mouse-down highlights */
2427 static game_ui
*new_ui(game_state
*state
)
2429 game_ui
*ui
= snew(game_ui
);
2430 ui
->hx
= ui
->hy
= -1;
2433 ui
->flash_is_death
= FALSE
; /* *shrug* */
2437 static void free_ui(game_ui
*ui
)
2442 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2443 int x
, int y
, int button
)
2448 if (from
->dead
|| from
->won
)
2449 return NULL
; /* no further moves permitted */
2451 if (!IS_MOUSE_DOWN(button
) && !IS_MOUSE_DRAG(button
) &&
2452 !IS_MOUSE_RELEASE(button
))
2457 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2460 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
||
2461 button
== MIDDLE_BUTTON
|| button
== MIDDLE_DRAG
) {
2463 * Mouse-downs and mouse-drags just cause highlighting
2468 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ?
1 : 0);
2472 if (button
== RIGHT_BUTTON
) {
2474 * Right-clicking only works on a covered square, and it
2475 * toggles between -1 (marked as mine) and -2 (not marked
2478 * FIXME: question marks.
2480 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2481 from
->grid
[cy
* from
->w
+ cx
] != -1)
2484 ret
= dup_game(from
);
2485 ret
->just_used_solve
= FALSE
;
2486 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2491 if (button
== LEFT_RELEASE
|| button
== MIDDLE_RELEASE
) {
2492 ui
->hx
= ui
->hy
= -1;
2496 * At this stage we must never return NULL: we have adjusted
2497 * the ui, so at worst we return `from'.
2501 * Left-clicking on a covered square opens a tile. Not
2502 * permitted if the tile is marked as a mine, for safety.
2503 * (Unmark it and _then_ open it.)
2505 if (button
== LEFT_RELEASE
&&
2506 (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2507 from
->grid
[cy
* from
->w
+ cx
] == -3)) {
2508 ret
= dup_game(from
);
2509 ret
->just_used_solve
= FALSE
;
2510 open_square(ret
, cx
, cy
);
2517 * Left-clicking or middle-clicking on an uncovered tile:
2518 * first we check to see if the number of mine markers
2519 * surrounding the tile is equal to its mine count, and if
2520 * so then we open all other surrounding squares.
2522 if (from
->grid
[cy
* from
->w
+ cx
] > 0) {
2525 /* Count mine markers. */
2527 for (dy
= -1; dy
<= +1; dy
++)
2528 for (dx
= -1; dx
<= +1; dx
++)
2529 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2530 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2531 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2535 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2536 ret
= dup_game(from
);
2537 ret
->just_used_solve
= FALSE
;
2538 for (dy
= -1; dy
<= +1; dy
++)
2539 for (dx
= -1; dx
<= +1; dx
++)
2540 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2541 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2542 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2543 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2544 open_square(ret
, cx
+dx
, cy
+dy
);
2557 /* ----------------------------------------------------------------------
2561 struct game_drawstate
{
2565 * Items in this `grid' array have all the same values as in
2566 * the game_state grid, and in addition:
2568 * - -10 means the tile was drawn `specially' as a result of a
2569 * flash, so it will always need redrawing.
2571 * - -22 and -23 mean the tile is highlighted for a possible
2576 static void game_size(game_params
*params
, int *x
, int *y
)
2578 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2579 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2582 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2584 float *ret
= snewn(3 * NCOLOURS
, float);
2586 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2588 ret
[COL_BACKGROUND2
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 19.0 / 20.0;
2589 ret
[COL_BACKGROUND2
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 19.0 / 20.0;
2590 ret
[COL_BACKGROUND2
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 19.0 / 20.0;
2592 ret
[COL_1
* 3 + 0] = 0.0F
;
2593 ret
[COL_1
* 3 + 1] = 0.0F
;
2594 ret
[COL_1
* 3 + 2] = 1.0F
;
2596 ret
[COL_2
* 3 + 0] = 0.0F
;
2597 ret
[COL_2
* 3 + 1] = 0.5F
;
2598 ret
[COL_2
* 3 + 2] = 0.0F
;
2600 ret
[COL_3
* 3 + 0] = 1.0F
;
2601 ret
[COL_3
* 3 + 1] = 0.0F
;
2602 ret
[COL_3
* 3 + 2] = 0.0F
;
2604 ret
[COL_4
* 3 + 0] = 0.0F
;
2605 ret
[COL_4
* 3 + 1] = 0.0F
;
2606 ret
[COL_4
* 3 + 2] = 0.5F
;
2608 ret
[COL_5
* 3 + 0] = 0.5F
;
2609 ret
[COL_5
* 3 + 1] = 0.0F
;
2610 ret
[COL_5
* 3 + 2] = 0.0F
;
2612 ret
[COL_6
* 3 + 0] = 0.0F
;
2613 ret
[COL_6
* 3 + 1] = 0.5F
;
2614 ret
[COL_6
* 3 + 2] = 0.5F
;
2616 ret
[COL_7
* 3 + 0] = 0.0F
;
2617 ret
[COL_7
* 3 + 1] = 0.0F
;
2618 ret
[COL_7
* 3 + 2] = 0.0F
;
2620 ret
[COL_8
* 3 + 0] = 0.5F
;
2621 ret
[COL_8
* 3 + 1] = 0.5F
;
2622 ret
[COL_8
* 3 + 2] = 0.5F
;
2624 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2625 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2626 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2628 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2629 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2630 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2632 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2633 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2634 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2636 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2637 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2638 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2640 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2641 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2642 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2644 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2645 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2646 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2648 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2649 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2650 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2652 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
2653 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
2654 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
2656 *ncolours
= NCOLOURS
;
2660 static game_drawstate
*game_new_drawstate(game_state
*state
)
2662 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2666 ds
->started
= FALSE
;
2667 ds
->grid
= snewn(ds
->w
* ds
->h
, char);
2669 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2674 static void game_free_drawstate(game_drawstate
*ds
)
2680 static void draw_tile(frontend
*fe
, int x
, int y
, int v
, int bg
)
2686 if (v
== -22 || v
== -23) {
2690 * Omit the highlights in this case.
2692 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2693 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
);
2694 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2695 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2698 * Draw highlights to indicate the square is covered.
2700 coords
[0] = x
+ TILE_SIZE
- 1;
2701 coords
[1] = y
+ TILE_SIZE
- 1;
2702 coords
[2] = x
+ TILE_SIZE
- 1;
2705 coords
[5] = y
+ TILE_SIZE
- 1;
2706 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
^ hl
);
2707 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
^ hl
);
2711 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
^ hl
);
2712 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
^ hl
);
2714 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2715 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2723 #define SETCOORD(n, dx, dy) do { \
2724 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2725 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2727 SETCOORD(0, 0.6, 0.35);
2728 SETCOORD(1, 0.6, 0.7);
2729 SETCOORD(2, 0.8, 0.8);
2730 SETCOORD(3, 0.25, 0.8);
2731 SETCOORD(4, 0.55, 0.7);
2732 SETCOORD(5, 0.55, 0.35);
2733 draw_polygon(fe
, coords
, 6, TRUE
, COL_FLAGBASE
);
2734 draw_polygon(fe
, coords
, 6, FALSE
, COL_FLAGBASE
);
2736 SETCOORD(0, 0.6, 0.2);
2737 SETCOORD(1, 0.6, 0.5);
2738 SETCOORD(2, 0.2, 0.35);
2739 draw_polygon(fe
, coords
, 3, TRUE
, COL_FLAG
);
2740 draw_polygon(fe
, coords
, 3, FALSE
, COL_FLAG
);
2743 } else if (v
== -3) {
2745 * Draw a question mark.
2747 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2748 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2749 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2754 * Clear the square to the background colour, and draw thin
2755 * grid lines along the top and left.
2757 * Exception is that for value 65 (mine we've just trodden
2758 * on), we clear the square to COL_BANG.
2760 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2761 (v
== 65 ? COL_BANG
:
2762 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
));
2763 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2764 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2766 if (v
> 0 && v
<= 8) {
2773 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2774 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2775 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2776 (COL_1
- 1) + v
, str
);
2778 } else if (v
>= 64) {
2782 * FIXME: this could be done better!
2785 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2786 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2787 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2791 int cx
= x
+ TILE_SIZE
/ 2;
2792 int cy
= y
+ TILE_SIZE
/ 2;
2793 int r
= TILE_SIZE
/ 2 - 3;
2795 int xdx
= 1, xdy
= 0, ydx
= 0, ydy
= 1;
2798 for (i
= 0; i
< 4*5*2; i
+= 5*2) {
2799 coords
[i
+2*0+0] = cx
- r
/6*xdx
+ r
*4/5*ydx
;
2800 coords
[i
+2*0+1] = cy
- r
/6*xdy
+ r
*4/5*ydy
;
2801 coords
[i
+2*1+0] = cx
- r
/6*xdx
+ r
*ydx
;
2802 coords
[i
+2*1+1] = cy
- r
/6*xdy
+ r
*ydy
;
2803 coords
[i
+2*2+0] = cx
+ r
/6*xdx
+ r
*ydx
;
2804 coords
[i
+2*2+1] = cy
+ r
/6*xdy
+ r
*ydy
;
2805 coords
[i
+2*3+0] = cx
+ r
/6*xdx
+ r
*4/5*ydx
;
2806 coords
[i
+2*3+1] = cy
+ r
/6*xdy
+ r
*4/5*ydy
;
2807 coords
[i
+2*4+0] = cx
+ r
*3/5*xdx
+ r
*3/5*ydx
;
2808 coords
[i
+2*4+1] = cy
+ r
*3/5*xdy
+ r
*3/5*ydy
;
2818 draw_polygon(fe
, coords
, 5*4, TRUE
, COL_MINE
);
2819 draw_polygon(fe
, coords
, 5*4, FALSE
, COL_MINE
);
2821 draw_rect(fe
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2827 * Cross through the mine.
2830 for (dx
= -1; dx
<= +1; dx
++) {
2831 draw_line(fe
, x
+ 3 + dx
, y
+ 2,
2832 x
+ TILE_SIZE
- 3 + dx
,
2833 y
+ TILE_SIZE
- 2, COL_CROSS
);
2834 draw_line(fe
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2835 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2842 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2845 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2846 game_state
*state
, int dir
, game_ui
*ui
,
2847 float animtime
, float flashtime
)
2850 int mines
, markers
, bg
;
2853 int frame
= (flashtime
/ FLASH_FRAME
);
2855 bg
= (ui
->flash_is_death ? COL_BACKGROUND
: COL_LOWLIGHT
);
2857 bg
= (ui
->flash_is_death ? COL_BANG
: COL_HIGHLIGHT
);
2859 bg
= COL_BACKGROUND
;
2865 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2866 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2867 draw_update(fe
, 0, 0,
2868 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2869 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2872 * Recessed area containing the whole puzzle.
2874 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2875 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2876 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2877 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2878 coords
[4] = coords
[2] - TILE_SIZE
;
2879 coords
[5] = coords
[3] + TILE_SIZE
;
2880 coords
[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2881 coords
[9] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2882 coords
[6] = coords
[8] + TILE_SIZE
;
2883 coords
[7] = coords
[9] - TILE_SIZE
;
2884 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
2885 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
2887 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2888 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2889 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
2890 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
2896 * Now draw the tiles. Also in this loop, count up the number
2897 * of mines and mine markers.
2899 mines
= markers
= 0;
2900 for (y
= 0; y
< ds
->h
; y
++)
2901 for (x
= 0; x
< ds
->w
; x
++) {
2902 int v
= state
->grid
[y
*ds
->w
+x
];
2906 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
2909 if ((v
== -2 || v
== -3) &&
2910 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
2913 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= COL_BACKGROUND
) {
2914 draw_tile(fe
, COORD(x
), COORD(y
), v
, bg
);
2915 ds
->grid
[y
*ds
->w
+x
] = (bg
== COL_BACKGROUND ? v
: -10);
2919 if (!state
->layout
->mines
)
2920 mines
= state
->layout
->n
;
2923 * Update the status bar.
2926 char statusbar
[512];
2928 sprintf(statusbar
, "DEAD!");
2929 } else if (state
->won
) {
2930 if (state
->used_solve
)
2931 sprintf(statusbar
, "Auto-solved.");
2933 sprintf(statusbar
, "COMPLETED!");
2935 sprintf(statusbar
, "Marked: %d / %d", markers
, mines
);
2938 sprintf(statusbar
+ strlen(statusbar
),
2939 " Deaths: %d", ui
->deaths
);
2940 status_bar(fe
, statusbar
);
2944 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2945 int dir
, game_ui
*ui
)
2950 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2951 int dir
, game_ui
*ui
)
2953 if (oldstate
->used_solve
|| newstate
->used_solve
)
2956 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
2957 if (newstate
->dead
) {
2958 ui
->flash_is_death
= TRUE
;
2959 return 3 * FLASH_FRAME
;
2961 if (newstate
->won
) {
2962 ui
->flash_is_death
= FALSE
;
2963 return 2 * FLASH_FRAME
;
2969 static int game_wants_statusbar(void)
2974 static int game_timing_state(game_state
*state
)
2976 if (state
->dead
|| state
->won
|| !state
->layout
->mines
)
2982 #define thegame mines
2985 const struct game thegame
= {
2986 "Mines", "games.mines",
2993 TRUE
, game_configure
, custom_params
,
3002 TRUE
, game_text_format
,
3009 game_free_drawstate
,
3013 game_wants_statusbar
,
3014 TRUE
, game_timing_state
,
3015 BUTTON_BEATS(LEFT_BUTTON
, RIGHT_BUTTON
),