Bah, and remove the TODO item. As usual.
[sgt/puzzles] / mines.c
1 /*
2 * mines.c: Minesweeper clone with sophisticated grid generation.
3 *
4 * Still TODO:
5 *
6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
8 */
9
10 #include <stdio.h>
11 #include <stdlib.h>
12 #include <string.h>
13 #include <assert.h>
14 #include <ctype.h>
15 #include <math.h>
16
17 #include "tree234.h"
18 #include "puzzles.h"
19
20 enum {
21 COL_BACKGROUND, COL_BACKGROUND2,
22 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
23 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
24 COL_HIGHLIGHT, COL_LOWLIGHT,
25 NCOLOURS
26 };
27
28 #define TILE_SIZE 20
29 #define BORDER (TILE_SIZE * 3 / 2)
30 #define HIGHLIGHT_WIDTH 2
31 #define OUTER_HIGHLIGHT_WIDTH 3
32 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
33 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
34
35 #define FLASH_FRAME 0.13F
36
37 struct game_params {
38 int w, h, n;
39 int unique;
40 };
41
42 struct mine_layout {
43 /*
44 * This structure is shared between all the game_states for a
45 * given instance of the puzzle, so we reference-count it.
46 */
47 int refcount;
48 char *mines;
49 /*
50 * If we haven't yet actually generated the mine layout, here's
51 * all the data we will need to do so.
52 */
53 int n, unique;
54 random_state *rs;
55 midend_data *me; /* to give back the new game desc */
56 };
57
58 struct game_state {
59 int w, h, n, dead, won;
60 int used_solve, just_used_solve;
61 struct mine_layout *layout; /* real mine positions */
62 signed char *grid; /* player knowledge */
63 /*
64 * Each item in the `grid' array is one of the following values:
65 *
66 * - 0 to 8 mean the square is open and has a surrounding mine
67 * count.
68 *
69 * - -1 means the square is marked as a mine.
70 *
71 * - -2 means the square is unknown.
72 *
73 * - -3 means the square is marked with a question mark
74 * (FIXME: do we even want to bother with this?).
75 *
76 * - 64 means the square has had a mine revealed when the game
77 * was lost.
78 *
79 * - 65 means the square had a mine revealed and this was the
80 * one the player hits.
81 *
82 * - 66 means the square has a crossed-out mine because the
83 * player had incorrectly marked it.
84 */
85 };
86
87 static game_params *default_params(void)
88 {
89 game_params *ret = snew(game_params);
90
91 ret->w = ret->h = 9;
92 ret->n = 10;
93 ret->unique = TRUE;
94
95 return ret;
96 }
97
98 static int game_fetch_preset(int i, char **name, game_params **params)
99 {
100 game_params *ret;
101 char str[80];
102 static const struct { int w, h, n; } values[] = {
103 {9, 9, 10},
104 {16, 16, 40},
105 {30, 16, 99},
106 };
107
108 if (i < 0 || i >= lenof(values))
109 return FALSE;
110
111 ret = snew(game_params);
112 ret->w = values[i].w;
113 ret->h = values[i].h;
114 ret->n = values[i].n;
115 ret->unique = TRUE;
116
117 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
118
119 *name = dupstr(str);
120 *params = ret;
121 return TRUE;
122 }
123
124 static void free_params(game_params *params)
125 {
126 sfree(params);
127 }
128
129 static game_params *dup_params(game_params *params)
130 {
131 game_params *ret = snew(game_params);
132 *ret = *params; /* structure copy */
133 return ret;
134 }
135
136 static void decode_params(game_params *params, char const *string)
137 {
138 char const *p = string;
139
140 params->w = atoi(p);
141 while (*p && isdigit((unsigned char)*p)) p++;
142 if (*p == 'x') {
143 p++;
144 params->h = atoi(p);
145 while (*p && isdigit((unsigned char)*p)) p++;
146 } else {
147 params->h = params->w;
148 }
149 if (*p == 'n') {
150 p++;
151 params->n = atoi(p);
152 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
153 } else {
154 params->n = params->w * params->h / 10;
155 }
156
157 while (*p) {
158 if (*p == 'a') {
159 p++;
160 params->unique = FALSE;
161 } else
162 p++; /* skip any other gunk */
163 }
164 }
165
166 static char *encode_params(game_params *params, int full)
167 {
168 char ret[400];
169 int len;
170
171 len = sprintf(ret, "%dx%d", params->w, params->h);
172 /*
173 * Mine count is a generation-time parameter, since it can be
174 * deduced from the mine bitmap!
175 */
176 if (full)
177 len += sprintf(ret+len, "n%d", params->n);
178 if (full && !params->unique)
179 ret[len++] = 'a';
180 assert(len < lenof(ret));
181 ret[len] = '\0';
182
183 return dupstr(ret);
184 }
185
186 static config_item *game_configure(game_params *params)
187 {
188 config_item *ret;
189 char buf[80];
190
191 ret = snewn(5, config_item);
192
193 ret[0].name = "Width";
194 ret[0].type = C_STRING;
195 sprintf(buf, "%d", params->w);
196 ret[0].sval = dupstr(buf);
197 ret[0].ival = 0;
198
199 ret[1].name = "Height";
200 ret[1].type = C_STRING;
201 sprintf(buf, "%d", params->h);
202 ret[1].sval = dupstr(buf);
203 ret[1].ival = 0;
204
205 ret[2].name = "Mines";
206 ret[2].type = C_STRING;
207 sprintf(buf, "%d", params->n);
208 ret[2].sval = dupstr(buf);
209 ret[2].ival = 0;
210
211 ret[3].name = "Ensure solubility";
212 ret[3].type = C_BOOLEAN;
213 ret[3].sval = NULL;
214 ret[3].ival = params->unique;
215
216 ret[4].name = NULL;
217 ret[4].type = C_END;
218 ret[4].sval = NULL;
219 ret[4].ival = 0;
220
221 return ret;
222 }
223
224 static game_params *custom_params(config_item *cfg)
225 {
226 game_params *ret = snew(game_params);
227
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;
234
235 return ret;
236 }
237
238 static char *validate_params(game_params *params)
239 {
240 if (params->w <= 0 && params->h <= 0)
241 return "Width and height must both be greater than zero";
242 if (params->w <= 0)
243 return "Width must be greater than zero";
244 if (params->h <= 0)
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";
248
249 /*
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.
253 */
254
255 return NULL;
256 }
257
258 /* ----------------------------------------------------------------------
259 * Minesweeper solver, used to ensure the generated grids are
260 * solvable without having to take risks.
261 */
262
263 /*
264 * Count the bits in a word. Only needs to cope with 16 bits.
265 */
266 static int bitcount16(int word)
267 {
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);
272
273 return word;
274 }
275
276 /*
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.
280 */
281 struct set {
282 short x, y, mask, mines;
283 int todo;
284 struct set *prev, *next;
285 };
286
287 static int setcmp(void *av, void *bv)
288 {
289 struct set *a = (struct set *)av;
290 struct set *b = (struct set *)bv;
291
292 if (a->y < b->y)
293 return -1;
294 else if (a->y > b->y)
295 return +1;
296 else if (a->x < b->x)
297 return -1;
298 else if (a->x > b->x)
299 return +1;
300 else if (a->mask < b->mask)
301 return -1;
302 else if (a->mask > b->mask)
303 return +1;
304 else
305 return 0;
306 }
307
308 struct setstore {
309 tree234 *sets;
310 struct set *todo_head, *todo_tail;
311 };
312
313 static struct setstore *ss_new(void)
314 {
315 struct setstore *ss = snew(struct setstore);
316 ss->sets = newtree234(setcmp);
317 ss->todo_head = ss->todo_tail = NULL;
318 return ss;
319 }
320
321 /*
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.
325 */
326 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
327 int diff)
328 {
329 /*
330 * Adjust the second set so that it has the same x,y
331 * coordinates as the first.
332 */
333 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
334 mask2 = 0;
335 } else {
336 while (x2 > x1) {
337 mask2 &= ~(4|32|256);
338 mask2 <<= 1;
339 x2--;
340 }
341 while (x2 < x1) {
342 mask2 &= ~(1|8|64);
343 mask2 >>= 1;
344 x2++;
345 }
346 while (y2 > y1) {
347 mask2 &= ~(64|128|256);
348 mask2 <<= 3;
349 y2--;
350 }
351 while (y2 < y1) {
352 mask2 &= ~(1|2|4);
353 mask2 >>= 3;
354 y2++;
355 }
356 }
357
358 /*
359 * Invert the second set if `diff' is set (we're after A &~ B
360 * rather than A & B).
361 */
362 if (diff)
363 mask2 ^= 511;
364
365 /*
366 * Now all that's left is a logical AND.
367 */
368 return mask1 & mask2;
369 }
370
371 static void ss_add_todo(struct setstore *ss, struct set *s)
372 {
373 if (s->todo)
374 return; /* already on it */
375
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);
379 #endif
380
381 s->prev = ss->todo_tail;
382 if (s->prev)
383 s->prev->next = s;
384 else
385 ss->todo_head = s;
386 ss->todo_tail = s;
387 s->next = NULL;
388 s->todo = TRUE;
389 }
390
391 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
392 {
393 struct set *s;
394
395 assert(mask != 0);
396
397 /*
398 * Normalise so that x and y are genuinely the bounding
399 * rectangle.
400 */
401 while (!(mask & (1|8|64)))
402 mask >>= 1, x++;
403 while (!(mask & (1|2|4)))
404 mask >>= 3, y++;
405
406 /*
407 * Create a set structure and add it to the tree.
408 */
409 s = snew(struct set);
410 s->x = x;
411 s->y = y;
412 s->mask = mask;
413 s->mines = mines;
414 s->todo = FALSE;
415 if (add234(ss->sets, s) != s) {
416 /*
417 * This set already existed! Free it and return.
418 */
419 sfree(s);
420 return;
421 }
422
423 /*
424 * We've added a new set to the tree, so put it on the todo
425 * list.
426 */
427 ss_add_todo(ss, s);
428 }
429
430 static void ss_remove(struct setstore *ss, struct set *s)
431 {
432 struct set *next = s->next, *prev = s->prev;
433
434 #ifdef SOLVER_DIAGNOSTICS
435 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
436 #endif
437 /*
438 * Remove s from the todo list.
439 */
440 if (prev)
441 prev->next = next;
442 else if (s == ss->todo_head)
443 ss->todo_head = next;
444
445 if (next)
446 next->prev = prev;
447 else if (s == ss->todo_tail)
448 ss->todo_tail = prev;
449
450 s->todo = FALSE;
451
452 /*
453 * Remove s from the tree.
454 */
455 del234(ss->sets, s);
456
457 /*
458 * Destroy the actual set structure.
459 */
460 sfree(s);
461 }
462
463 /*
464 * Return a dynamically allocated list of all the sets which
465 * overlap a provided input set.
466 */
467 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
468 {
469 struct set **ret = NULL;
470 int nret = 0, retsize = 0;
471 int xx, yy;
472
473 for (xx = x-3; xx < x+3; xx++)
474 for (yy = y-3; yy < y+3; yy++) {
475 struct set stmp, *s;
476 int pos;
477
478 /*
479 * Find the first set with these top left coordinates.
480 */
481 stmp.x = xx;
482 stmp.y = yy;
483 stmp.mask = 0;
484
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) {
488 /*
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
492 * so.
493 */
494 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
495 /*
496 * There's an overlap.
497 */
498 if (nret >= retsize) {
499 retsize = nret + 32;
500 ret = sresize(ret, retsize, struct set *);
501 }
502 ret[nret++] = s;
503 }
504
505 pos++;
506 }
507 }
508 }
509
510 ret = sresize(ret, nret+1, struct set *);
511 ret[nret] = NULL;
512
513 return ret;
514 }
515
516 /*
517 * Get an element from the head of the set todo list.
518 */
519 static struct set *ss_todo(struct setstore *ss)
520 {
521 if (ss->todo_head) {
522 struct set *ret = ss->todo_head;
523 ss->todo_head = ret->next;
524 if (ss->todo_head)
525 ss->todo_head->prev = NULL;
526 else
527 ss->todo_tail = NULL;
528 ret->next = ret->prev = NULL;
529 ret->todo = FALSE;
530 return ret;
531 } else {
532 return NULL;
533 }
534 }
535
536 struct squaretodo {
537 int *next;
538 int head, tail;
539 };
540
541 static void std_add(struct squaretodo *std, int i)
542 {
543 if (std->tail >= 0)
544 std->next[std->tail] = i;
545 else
546 std->head = i;
547 std->tail = i;
548 std->next[i] = -1;
549 }
550
551 static void known_squares(int w, int h, struct squaretodo *std,
552 signed char *grid,
553 int (*open)(void *ctx, int x, int y), void *openctx,
554 int x, int y, int mask, int mine)
555 {
556 int xx, yy, bit;
557
558 bit = 1;
559
560 for (yy = 0; yy < 3; yy++)
561 for (xx = 0; xx < 3; xx++) {
562 if (mask & bit) {
563 int i = (y + yy) * w + (x + xx);
564
565 /*
566 * It's possible that this square is _already_
567 * known, in which case we don't try to add it to
568 * the list twice.
569 */
570 if (grid[i] == -2) {
571
572 if (mine) {
573 grid[i] = -1; /* and don't open it! */
574 } else {
575 grid[i] = open(openctx, x + xx, y + yy);
576 assert(grid[i] != -1); /* *bang* */
577 }
578 std_add(std, i);
579
580 }
581 }
582 bit <<= 1;
583 }
584 }
585
586 /*
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
592 * legitimately has.
593 */
594 struct perturbation {
595 int x, y;
596 int delta; /* +1 == become a mine; -1 == cleared */
597 };
598 struct perturbations {
599 int n;
600 struct perturbation *changes;
601 };
602
603 /*
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
609 * grid as it can.
610 *
611 * Return value is:
612 *
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
617 * perturb calls.
618 */
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,
622 signed char *grid,
623 int x, int y, int mask),
624 void *ctx, random_state *rs)
625 {
626 struct setstore *ss = ss_new();
627 struct set **list;
628 struct squaretodo astd, *std = &astd;
629 int x, y, i, j;
630 int nperturbs = 0;
631
632 /*
633 * Set up a linked list of squares with known contents, so that
634 * we can process them one by one.
635 */
636 std->next = snewn(w*h, int);
637 std->head = std->tail = -1;
638
639 /*
640 * Initialise that list with all known squares in the input
641 * grid.
642 */
643 for (y = 0; y < h; y++) {
644 for (x = 0; x < w; x++) {
645 i = y*w+x;
646 if (grid[i] != -2)
647 std_add(std, i);
648 }
649 }
650
651 /*
652 * Main deductive loop.
653 */
654 while (1) {
655 int done_something = FALSE;
656 struct set *s;
657
658 /*
659 * If there are any known squares on the todo list, process
660 * them and construct a set for each.
661 */
662 while (std->head != -1) {
663 i = std->head;
664 #ifdef SOLVER_DIAGNOSTICS
665 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
666 #endif
667 std->head = std->next[i];
668 if (std->head == -1)
669 std->tail = -1;
670
671 x = i % w;
672 y = i / w;
673
674 if (grid[i] >= 0) {
675 int dx, dy, mines, bit, val;
676 #ifdef SOLVER_DIAGNOSTICS
677 printf("creating set around this square\n");
678 #endif
679 /*
680 * Empty square. Construct the set of non-known squares
681 * around this one, and determine its mine count.
682 */
683 mines = grid[i];
684 bit = 1;
685 val = 0;
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]);
690 #endif
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)
694 mines--;
695 else if (grid[i+dy*w+dx] == -2)
696 val |= bit;
697 bit <<= 1;
698 }
699 }
700 if (val)
701 ss_add(ss, x-1, y-1, val, mines);
702 }
703
704 /*
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.
708 */
709 {
710 #ifdef SOLVER_DIAGNOSTICS
711 printf("finding sets containing known square %d,%d\n", x, y);
712 #endif
713 list = ss_overlap(ss, x, y, 1);
714
715 for (j = 0; list[j]; j++) {
716 int newmask, newmines;
717
718 s = list[j];
719
720 /*
721 * Compute the mask for this set minus the
722 * newly known square.
723 */
724 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
725
726 /*
727 * Compute the new mine count.
728 */
729 newmines = s->mines - (grid[i] == -1);
730
731 /*
732 * Insert the new set into the collection,
733 * unless it's been whittled right down to
734 * nothing.
735 */
736 if (newmask)
737 ss_add(ss, s->x, s->y, newmask, newmines);
738
739 /*
740 * Destroy the old one; it is actually obsolete.
741 */
742 ss_remove(ss, s);
743 }
744
745 sfree(list);
746 }
747
748 /*
749 * Marking a fresh square as known certainly counts as
750 * doing something.
751 */
752 done_something = TRUE;
753 }
754
755 /*
756 * Now pick a set off the to-do list and attempt deductions
757 * based on it.
758 */
759 if ((s = ss_todo(ss)) != NULL) {
760
761 #ifdef SOLVER_DIAGNOSTICS
762 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
763 #endif
764 /*
765 * Firstly, see if this set has a mine count of zero or
766 * of its own cardinality.
767 */
768 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
769 /*
770 * If so, we can immediately mark all the squares
771 * in the set as known.
772 */
773 #ifdef SOLVER_DIAGNOSTICS
774 printf("easy\n");
775 #endif
776 known_squares(w, h, std, grid, open, ctx,
777 s->x, s->y, s->mask, (s->mines != 0));
778
779 /*
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
784 * that overlaps it.
785 */
786 continue;
787 }
788
789 /*
790 * Failing that, we now search through all the sets
791 * which overlap this one.
792 */
793 list = ss_overlap(ss, s->x, s->y, s->mask);
794
795 for (j = 0; list[j]; j++) {
796 struct set *s2 = list[j];
797 int swing, s2wing, swc, s2wc;
798
799 /*
800 * Find the non-overlapping parts s2-s and s-s2,
801 * and their cardinalities.
802 *
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
806 * s2-s.
807 */
808 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
809 TRUE);
810 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
811 TRUE);
812 swc = bitcount16(swing);
813 s2wc = bitcount16(s2wing);
814
815 /*
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.
821 */
822 if (swc == s->mines - s2->mines ||
823 s2wc == s2->mines - s->mines) {
824 known_squares(w, h, std, grid, open, ctx,
825 s->x, s->y, swing,
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));
830 continue;
831 }
832
833 /*
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.
839 */
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);
848 }
849 }
850
851 sfree(list);
852
853 /*
854 * In this situation we have definitely done
855 * _something_, even if it's only reducing the size of
856 * our to-do list.
857 */
858 done_something = TRUE;
859 } else if (n >= 0) {
860 /*
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.
868 *
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.
872 */
873
874 int minesleft, squaresleft;
875 int nsets, setused[10], cursor;
876
877 /*
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.
881 */
882 squaresleft = 0;
883 minesleft = n;
884 for (i = 0; i < w*h; i++) {
885 if (grid[i] == -1)
886 minesleft--;
887 else if (grid[i] == -2)
888 squaresleft++;
889 }
890
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++) {
896 int v = grid[y*w+x];
897 if (v == -1)
898 putchar('*');
899 else if (v == -2)
900 putchar('?');
901 else if (v == 0)
902 putchar('-');
903 else
904 putchar('0' + v);
905 }
906 putchar('\n');
907 }
908 #endif
909
910 /*
911 * If there _are_ no unknown squares, we have actually
912 * finished.
913 */
914 if (squaresleft == 0) {
915 assert(minesleft == 0);
916 break;
917 }
918
919 /*
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.
923 */
924 if (minesleft == 0 || minesleft == squaresleft) {
925 for (i = 0; i < w*h; i++)
926 if (grid[i] == -2)
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 */
930 }
931
932 /*
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
940 * mines.
941 *
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.
945 */
946 nsets = count234(ss->sets);
947 if (nsets <= lenof(setused)) {
948 /*
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:
955 *
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
959 * considering.
960 *
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.
964 *
965 * We begin by setting `cursor' to zero. Then:
966 *
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
971 * otherwise.
972 *
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.
979 *
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.
984 *
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
989 * give up.
990 */
991 struct set *sets[lenof(setused)];
992 for (i = 0; i < nsets; i++)
993 sets[i] = index234(ss->sets, i);
994
995 cursor = 0;
996 while (1) {
997
998 if (cursor < nsets) {
999 int ok = TRUE;
1000
1001 /* See if any existing set overlaps this one. */
1002 for (i = 0; i < cursor; i++)
1003 if (setused[i] &&
1004 setmunge(sets[cursor]->x,
1005 sets[cursor]->y,
1006 sets[cursor]->mask,
1007 sets[i]->x, sets[i]->y, sets[i]->mask,
1008 FALSE)) {
1009 ok = FALSE;
1010 break;
1011 }
1012
1013 if (ok) {
1014 /*
1015 * We're adding this set to our union,
1016 * so adjust minesleft and squaresleft
1017 * appropriately.
1018 */
1019 minesleft -= sets[cursor]->mines;
1020 squaresleft -= bitcount16(sets[cursor]->mask);
1021 }
1022
1023 setused[cursor++] = ok;
1024 } else {
1025 #ifdef SOLVER_DIAGNOSTICS
1026 printf("trying a set combination with %d %d\n",
1027 squaresleft, minesleft);
1028 #endif /* SOLVER_DIAGNOSTICS */
1029
1030 /*
1031 * We've reached the end. See if we've got
1032 * anything interesting.
1033 */
1034 if (squaresleft > 0 &&
1035 (minesleft == 0 || minesleft == squaresleft)) {
1036 /*
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
1045 * mark them.
1046 */
1047 for (i = 0; i < w*h; i++)
1048 if (grid[i] == -2) {
1049 int outside = TRUE;
1050 y = i / w;
1051 x = i % w;
1052 for (j = 0; j < nsets; j++)
1053 if (setused[j] &&
1054 setmunge(sets[j]->x, sets[j]->y,
1055 sets[j]->mask, x, y, 1,
1056 FALSE)) {
1057 outside = FALSE;
1058 break;
1059 }
1060 if (outside)
1061 known_squares(w, h, std, grid,
1062 open, ctx,
1063 x, y, 1, minesleft != 0);
1064 }
1065
1066 done_something = TRUE;
1067 break; /* return to main deductive loop */
1068 }
1069
1070 /*
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.
1075 */
1076 while (--cursor >= 0 && !setused[cursor]);
1077 if (cursor >= 0) {
1078 assert(setused[cursor]);
1079
1080 /*
1081 * We're removing this set from our
1082 * union, so re-increment minesleft and
1083 * squaresleft.
1084 */
1085 minesleft += sets[cursor]->mines;
1086 squaresleft += bitcount16(sets[cursor]->mask);
1087
1088 setused[cursor++] = 0;
1089 } else {
1090 /*
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
1095 * helped.
1096 */
1097 break;
1098 }
1099 }
1100
1101 }
1102
1103 }
1104 }
1105
1106 if (done_something)
1107 continue;
1108
1109 #ifdef SOLVER_DIAGNOSTICS
1110 /*
1111 * Dump the current known state of the grid.
1112 */
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];
1117 if (v == -1)
1118 putchar('*');
1119 else if (v == -2)
1120 putchar('?');
1121 else if (v == 0)
1122 putchar('-');
1123 else
1124 putchar('0' + v);
1125 }
1126 putchar('\n');
1127 }
1128
1129 {
1130 struct set *s;
1131
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);
1134 }
1135 #endif
1136
1137 /*
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
1141 * make it easier.
1142 */
1143 if (perturb) {
1144 struct perturbations *ret;
1145 struct set *s;
1146
1147 nperturbs++;
1148
1149 /*
1150 * Choose a set at random from the current selection,
1151 * and ask the perturb function to either fill or empty
1152 * it.
1153 *
1154 * If we have no sets at all, we must give up.
1155 */
1156 if (count234(ss->sets) == 0) {
1157 #ifdef SOLVER_DIAGNOSTICS
1158 printf("perturbing on entire unknown set\n");
1159 #endif
1160 ret = perturb(ctx, grid, 0, 0, 0);
1161 } else {
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);
1165 #endif
1166 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1167 }
1168
1169 if (ret) {
1170 assert(ret->n > 0); /* otherwise should have been NULL */
1171
1172 /*
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
1179 * list.
1180 */
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);
1186 #endif
1187
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);
1191 }
1192
1193 list = ss_overlap(ss,
1194 ret->changes[i].x, ret->changes[i].y, 1);
1195
1196 for (j = 0; list[j]; j++) {
1197 list[j]->mines += ret->changes[i].delta;
1198 ss_add_todo(ss, list[j]);
1199 }
1200
1201 sfree(list);
1202 }
1203
1204 /*
1205 * Now free the returned data.
1206 */
1207 sfree(ret->changes);
1208 sfree(ret);
1209
1210 #ifdef SOLVER_DIAGNOSTICS
1211 /*
1212 * Dump the current known state of the grid.
1213 */
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];
1218 if (v == -1)
1219 putchar('*');
1220 else if (v == -2)
1221 putchar('?');
1222 else if (v == 0)
1223 putchar('-');
1224 else
1225 putchar('0' + v);
1226 }
1227 putchar('\n');
1228 }
1229
1230 {
1231 struct set *s;
1232
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);
1235 }
1236 #endif
1237
1238 /*
1239 * And now we can go back round the deductive loop.
1240 */
1241 continue;
1242 }
1243 }
1244
1245 /*
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
1248 * give up entirely.
1249 */
1250 break;
1251 }
1252
1253 /*
1254 * See if we've got any unknown squares left.
1255 */
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 */
1260 break;
1261 }
1262
1263 /*
1264 * Free the set list and square-todo list.
1265 */
1266 {
1267 struct set *s;
1268 while ((s = delpos234(ss->sets, 0)) != NULL)
1269 sfree(s);
1270 freetree234(ss->sets);
1271 sfree(ss);
1272 sfree(std->next);
1273 }
1274
1275 return nperturbs;
1276 }
1277
1278 /* ----------------------------------------------------------------------
1279 * Grid generator which uses the above solver.
1280 */
1281
1282 struct minectx {
1283 signed char *grid;
1284 int w, h;
1285 int sx, sy;
1286 int allow_big_perturbs;
1287 random_state *rs;
1288 };
1289
1290 static int mineopen(void *vctx, int x, int y)
1291 {
1292 struct minectx *ctx = (struct minectx *)vctx;
1293 int i, j, n;
1294
1295 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1296 if (ctx->grid[y * ctx->w + x])
1297 return -1; /* *bang* */
1298
1299 n = 0;
1300 for (i = -1; i <= +1; i++) {
1301 if (x + i < 0 || x + i >= ctx->w)
1302 continue;
1303 for (j = -1; j <= +1; j++) {
1304 if (y + j < 0 || y + j >= ctx->h)
1305 continue;
1306 if (i == 0 && j == 0)
1307 continue;
1308 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1309 n++;
1310 }
1311 }
1312
1313 return n;
1314 }
1315
1316 /* Structure used internally to mineperturb(). */
1317 struct square {
1318 int x, y, type, random;
1319 };
1320 static int squarecmp(const void *av, const void *bv)
1321 {
1322 const struct square *a = (const struct square *)av;
1323 const struct square *b = (const struct square *)bv;
1324 if (a->type < b->type)
1325 return -1;
1326 else if (a->type > b->type)
1327 return +1;
1328 else if (a->random < b->random)
1329 return -1;
1330 else if (a->random > b->random)
1331 return +1;
1332 else if (a->y < b->y)
1333 return -1;
1334 else if (a->y > b->y)
1335 return +1;
1336 else if (a->x < b->x)
1337 return -1;
1338 else if (a->x > b->x)
1339 return +1;
1340 return 0;
1341 }
1342
1343 /*
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
1349 * of the set.
1350 *
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.
1358 */
1359 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1360 int setx, int sety, int mask)
1361 {
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;
1368 int *setlist;
1369
1370 if (!mask && !ctx->allow_big_perturbs)
1371 return NULL;
1372
1373 /*
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
1376 * means
1377 *
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.
1382 *
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.
1386 */
1387 sqlist = snewn(ctx->w * ctx->h, struct square);
1388 n = 0;
1389 for (y = 0; y < ctx->h; y++)
1390 for (x = 0; x < ctx->w; x++) {
1391 /*
1392 * If this square is too near the starting position,
1393 * don't put it on the list at all.
1394 */
1395 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1396 continue;
1397
1398 /*
1399 * If this square is in the input set, also don't put
1400 * it on the list!
1401 */
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)))))
1406 continue;
1407
1408 sqlist[n].x = x;
1409 sqlist[n].y = y;
1410
1411 if (grid[y*ctx->w+x] != -2) {
1412 sqlist[n].type = 3; /* known square */
1413 } else {
1414 /*
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.
1418 */
1419
1420 sqlist[n].type = 2;
1421
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) {
1427 sqlist[n].type = 1;
1428 break;
1429 }
1430 }
1431
1432 /*
1433 * Finally, a random number to cause qsort to
1434 * shuffle within each group.
1435 */
1436 sqlist[n].random = random_bits(ctx->rs, 31);
1437
1438 n++;
1439 }
1440
1441 qsort(sqlist, n, sizeof(struct square), squarecmp);
1442
1443 /*
1444 * Now count up the number of full and empty squares in the set
1445 * we've been provided.
1446 */
1447 nfull = nempty = 0;
1448 if (mask) {
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)])
1455 nfull++;
1456 else
1457 nempty++;
1458 }
1459 } else {
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])
1464 nfull++;
1465 else
1466 nempty++;
1467 }
1468 }
1469
1470 /*
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
1475 * overall.
1476 */
1477 ntofill = ntoempty = 0;
1478 if (mask) {
1479 tofill = snewn(9, struct square *);
1480 toempty = snewn(9, struct square *);
1481 } else {
1482 tofill = snewn(ctx->w * ctx->h, struct square *);
1483 toempty = snewn(ctx->w * ctx->h, struct square *);
1484 }
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;
1489 else
1490 tofill[ntofill++] = sq;
1491 if (ntofill == nfull || ntoempty == nempty)
1492 break;
1493 }
1494
1495 /*
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.
1506 */
1507 if (ntofill != nfull && ntoempty != nempty) {
1508 int k;
1509
1510 assert(ntoempty != 0);
1511
1512 setlist = snewn(ctx->w * ctx->h, int);
1513 i = 0;
1514 if (mask) {
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);
1522 }
1523 } else {
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;
1529 }
1530 }
1531 assert(i > ntoempty);
1532 /*
1533 * Now pick `ntoempty' items at random from the list.
1534 */
1535 for (k = 0; k < ntoempty; k++) {
1536 int index = k + random_upto(ctx->rs, i - k);
1537 int tmp;
1538
1539 tmp = setlist[k];
1540 setlist[k] = setlist[index];
1541 setlist[index] = tmp;
1542 }
1543 } else
1544 setlist = NULL;
1545
1546 /*
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.
1553 *
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.
1557 */
1558 ret = snew(struct perturbations);
1559 if (ntofill == nfull) {
1560 todo = tofill;
1561 ntodo = ntofill;
1562 dtodo = +1;
1563 dset = -1;
1564 sfree(toempty);
1565 } else {
1566 /*
1567 * (We also fall into this case if we've constructed a
1568 * setlist.)
1569 */
1570 todo = toempty;
1571 ntodo = ntoempty;
1572 dtodo = -1;
1573 dset = +1;
1574 sfree(tofill);
1575 }
1576 ret->n = 2 * ntodo;
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;
1582 }
1583 /* now i == ntodo */
1584 if (setlist) {
1585 int j;
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;
1591 i++;
1592 }
1593 sfree(setlist);
1594 } else if (mask) {
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;
1603 i++;
1604 }
1605 }
1606 } else {
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;
1615 i++;
1616 }
1617 }
1618 }
1619 assert(i == ret->n);
1620
1621 sfree(sqlist);
1622 sfree(todo);
1623
1624 /*
1625 * Having set up the precise list of changes we're going to
1626 * make, we now simply make them and return.
1627 */
1628 for (i = 0; i < ret->n; i++) {
1629 int delta;
1630
1631 x = ret->changes[i].x;
1632 y = ret->changes[i].y;
1633 delta = ret->changes[i].delta;
1634
1635 /*
1636 * Check we're not trying to add an existing mine or remove
1637 * an absent one.
1638 */
1639 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1640
1641 /*
1642 * Actually make the change.
1643 */
1644 ctx->grid[y*ctx->w+x] = (delta > 0);
1645
1646 /*
1647 * Update any numbers already present in the grid.
1648 */
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) {
1655 /*
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.
1659 */
1660 if (delta > 0) {
1661 grid[y*ctx->w+x] = -1;
1662 } else {
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)])
1669 minecount++;
1670 grid[y*ctx->w+x] = minecount;
1671 }
1672 } else {
1673 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1674 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1675 }
1676 }
1677 }
1678
1679 #ifdef GENERATION_DIAGNOSTICS
1680 {
1681 int yy, xx;
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) {
1687 assert(!v);
1688 putchar('S');
1689 } else if (v) {
1690 putchar('*');
1691 } else {
1692 putchar('-');
1693 }
1694 }
1695 putchar('\n');
1696 }
1697 printf("\n");
1698 }
1699 #endif
1700
1701 return ret;
1702 }
1703
1704 static char *minegen(int w, int h, int n, int x, int y, int unique,
1705 random_state *rs)
1706 {
1707 char *ret = snewn(w*h, char);
1708 int success;
1709 int ntries = 0;
1710
1711 do {
1712 success = FALSE;
1713 ntries++;
1714
1715 memset(ret, 0, w*h);
1716
1717 /*
1718 * Start by placing n mines, none of which is at x,y or within
1719 * one square of it.
1720 */
1721 {
1722 int *tmp = snewn(w*h, int);
1723 int i, j, k, nn;
1724
1725 /*
1726 * Write down the list of possible mine locations.
1727 */
1728 k = 0;
1729 for (i = 0; i < h; i++)
1730 for (j = 0; j < w; j++)
1731 if (abs(i - y) > 1 || abs(j - x) > 1)
1732 tmp[k++] = i*w+j;
1733
1734 /*
1735 * Now pick n off the list at random.
1736 */
1737 nn = n;
1738 while (nn-- > 0) {
1739 i = random_upto(rs, k);
1740 ret[tmp[i]] = 1;
1741 tmp[i] = tmp[--k];
1742 }
1743
1744 sfree(tmp);
1745 }
1746
1747 #ifdef GENERATION_DIAGNOSTICS
1748 {
1749 int yy, xx;
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) {
1755 assert(!v);
1756 putchar('S');
1757 } else if (v) {
1758 putchar('*');
1759 } else {
1760 putchar('-');
1761 }
1762 }
1763 putchar('\n');
1764 }
1765 printf("\n");
1766 }
1767 #endif
1768
1769 /*
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.
1774 *
1775 * We bypass this bit if we're not after a unique grid.
1776 */
1777 if (unique) {
1778 signed char *solvegrid = snewn(w*h, char);
1779 struct minectx actx, *ctx = &actx;
1780 int solveret, prevret = -2;
1781
1782 ctx->grid = ret;
1783 ctx->w = w;
1784 ctx->h = h;
1785 ctx->sx = x;
1786 ctx->sy = y;
1787 ctx->rs = rs;
1788 ctx->allow_big_perturbs = (ntries > 100);
1789
1790 while (1) {
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 */
1794
1795 solveret =
1796 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1797 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1798 success = FALSE;
1799 break;
1800 } else if (solveret == 0) {
1801 success = TRUE;
1802 break;
1803 }
1804 }
1805
1806 sfree(solvegrid);
1807 } else {
1808 success = TRUE;
1809 }
1810
1811 } while (!success);
1812
1813 return ret;
1814 }
1815
1816 /*
1817 * The Mines game descriptions contain the location of every mine,
1818 * and can therefore be used to cheat.
1819 *
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.
1831 */
1832 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1833 {
1834 int bytes, firsthalf, secondhalf;
1835 struct step {
1836 unsigned char *seedstart;
1837 int seedlen;
1838 unsigned char *targetstart;
1839 int targetlen;
1840 } steps[2];
1841 int i, j;
1842
1843 /*
1844 * My obfuscation algorithm is similar in concept to the OAEP
1845 * encoding used in some forms of RSA. Here's a specification
1846 * of it:
1847 *
1848 * + We have a `masking function' which constructs a stream of
1849 * pseudorandom bytes from a seed of some number of input
1850 * bytes.
1851 *
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.)
1856 *
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
1861 * the second half.
1862 *
1863 * + We generate a mask from the second half of the bytes, and
1864 * XOR it over the first half.
1865 *
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.
1870 *
1871 * To de-obfuscate, the steps are precisely the same except
1872 * that the final two are reversed.
1873 *
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,
1877 * starting from 0.
1878 */
1879
1880 bytes = (bits + 7) / 8;
1881 firsthalf = bytes / 2;
1882 secondhalf = bytes - firsthalf;
1883
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;
1888
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;
1893
1894 for (i = 0; i < 2; i++) {
1895 SHA_State base, final;
1896 unsigned char digest[20];
1897 char numberbuf[80];
1898 int digestpos = 20, counter = 0;
1899
1900 SHA_Init(&base);
1901 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1902
1903 for (j = 0; j < steps[i].targetlen; j++) {
1904 if (digestpos >= 20) {
1905 sprintf(numberbuf, "%d", counter++);
1906 final = base;
1907 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1908 SHA_Final(&final, digest);
1909 digestpos = 0;
1910 }
1911 steps[i].targetstart[j] ^= digest[digestpos++];
1912 }
1913
1914 /*
1915 * Mask off the pad bits in the final byte after both steps.
1916 */
1917 if (bits % 8)
1918 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1919 }
1920 }
1921
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)
1924 {
1925 signed char *grid, *ret, *p;
1926 unsigned char *bmp;
1927 int i, area;
1928
1929 #ifdef TEST_OBFUSCATION
1930 static int tested_obfuscation = FALSE;
1931 if (!tested_obfuscation) {
1932 /*
1933 * A few simple test vectors for the obfuscator.
1934 *
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.
1943 */
1944 {
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");
1952 }
1953 /*
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.
1957 */
1958 {
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);
1964 /*
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.
1971 *
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.
1978 */
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");
1988 }
1989 }
1990 #endif
1991
1992 grid = minegen(w, h, n, x, y, unique, rs);
1993
1994 if (game_desc) {
1995 /*
1996 * Set up the mine bitmap and obfuscate it.
1997 */
1998 area = w * h;
1999 bmp = snewn((area + 7) / 8, unsigned char);
2000 memset(bmp, 0, (area + 7) / 8);
2001 for (i = 0; i < area; i++) {
2002 if (grid[i])
2003 bmp[i / 8] |= 0x80 >> (i % 8);
2004 }
2005 obfuscate_bitmap(bmp, area, FALSE);
2006
2007 /*
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.
2012 */
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++) {
2016 int v = bmp[i/2];
2017 if (i % 2 == 0)
2018 v >>= 4;
2019 *p++ = "0123456789abcdef"[v & 0xF];
2020 }
2021 *p = '\0';
2022
2023 sfree(bmp);
2024
2025 *game_desc = ret;
2026 }
2027
2028 return grid;
2029 }
2030
2031 static char *new_game_desc(game_params *params, random_state *rs,
2032 game_aux_info **aux, int interactive)
2033 {
2034 if (!interactive) {
2035 /*
2036 * For batch-generated grids, pre-open one square.
2037 */
2038 int x = random_upto(rs, params->w);
2039 int y = random_upto(rs, params->h);
2040 signed char *grid;
2041 char *desc;
2042
2043 grid = new_mine_layout(params->w, params->h, params->n,
2044 x, y, params->unique, rs, &desc);
2045 sfree(grid);
2046 return desc;
2047 } else {
2048 char *rsdesc, *desc;
2049
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);
2053 sfree(rsdesc);
2054 return desc;
2055 }
2056 }
2057
2058 static void game_free_aux_info(game_aux_info *aux)
2059 {
2060 assert(!"Shouldn't happen");
2061 }
2062
2063 static char *validate_desc(game_params *params, char *desc)
2064 {
2065 int wh = params->w * params->h;
2066 int x, y;
2067
2068 if (*desc == 'r') {
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 */
2073 if (*desc != ',')
2074 return "No ',' after initial x-coordinate in game description";
2075 desc++;
2076 if (*desc != 'u' && *desc != 'a')
2077 return "No uniqueness specifier in game description";
2078 desc++;
2079 if (*desc != ',')
2080 return "No ',' after uniqueness specifier in game description";
2081 /* now ignore the rest */
2082 } else {
2083 if (!*desc || !isdigit((unsigned char)*desc))
2084 return "No initial x-coordinate in game description";
2085 x = atoi(desc);
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 */
2090 if (*desc != ',')
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";
2095 y = atoi(desc);
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 */
2100 if (*desc != ',')
2101 return "No ',' after initial y-coordinate in game description";
2102 desc++; /* eat comma */
2103 /* eat `m', meaning `masked', if present */
2104 if (*desc == 'm')
2105 desc++;
2106 /* now just check length of remainder */
2107 if (strlen(desc) != (wh+3)/4)
2108 return "Game description is wrong length";
2109 }
2110
2111 return NULL;
2112 }
2113
2114 static int open_square(game_state *state, int x, int y)
2115 {
2116 int w = state->w, h = state->h;
2117 int xx, yy, nmines, ncovered;
2118
2119 if (!state->layout->mines) {
2120 /*
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.
2124 */
2125 char *desc;
2126 state->layout->mines = new_mine_layout(w, h, state->layout->n,
2127 x, y, state->layout->unique,
2128 state->layout->rs,
2129 &desc);
2130 midend_supersede_game_desc(state->layout->me, desc);
2131 sfree(desc);
2132 random_free(state->layout->rs);
2133 state->layout->rs = NULL;
2134 }
2135
2136 if (state->layout->mines[y*w+x]) {
2137 /*
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).
2141 */
2142 state->dead = TRUE;
2143 state->grid[y*w+x] = 65;
2144 return -1;
2145 }
2146
2147 /*
2148 * Otherwise, the player has opened a safe square. Mark it to-do.
2149 */
2150 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
2151
2152 /*
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
2156 * the list as well.
2157 *
2158 * FIXME: We really ought to be able to do this better than
2159 * using repeated N^2 scans of the grid.
2160 */
2161 while (1) {
2162 int done_something = FALSE;
2163
2164 for (yy = 0; yy < h; yy++)
2165 for (xx = 0; xx < w; xx++)
2166 if (state->grid[yy*w+xx] == -10) {
2167 int dx, dy, v;
2168
2169 assert(!state->layout->mines[yy*w+xx]);
2170
2171 v = 0;
2172
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)])
2178 v++;
2179
2180 state->grid[yy*w+xx] = v;
2181
2182 if (v == 0) {
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;
2189 }
2190
2191 done_something = TRUE;
2192 }
2193
2194 if (!done_something)
2195 break;
2196 }
2197
2198 /*
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.
2202 */
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)
2207 ncovered++;
2208 if (state->layout->mines[yy*w+xx])
2209 nmines++;
2210 }
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;
2217 }
2218 state->won = TRUE;
2219 }
2220
2221 return 0;
2222 }
2223
2224 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2225 {
2226 game_state *state = snew(game_state);
2227 int i, wh, x, y, ret, masked;
2228 unsigned char *bmp;
2229
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;
2235
2236 wh = state->w * state->h;
2237
2238 state->layout = snew(struct mine_layout);
2239 state->layout->refcount = 1;
2240
2241 state->grid = snewn(wh, char);
2242 memset(state->grid, -2, wh);
2243
2244 if (*desc == 'r') {
2245 desc++;
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 */
2250 if (*desc == 'a')
2251 state->layout->unique = FALSE;
2252 else
2253 state->layout->unique = TRUE;
2254 desc++;
2255 if (*desc) desc++; /* eat comma */
2256
2257 state->layout->mines = NULL;
2258 state->layout->rs = random_state_decode(desc);
2259 state->layout->me = me;
2260
2261 } else {
2262 state->layout->rs = NULL;
2263 state->layout->me = NULL;
2264
2265 state->layout->mines = snewn(wh, char);
2266 x = atoi(desc);
2267 while (*desc && isdigit((unsigned char)*desc))
2268 desc++; /* skip over x coordinate */
2269 if (*desc) desc++; /* eat comma */
2270 y = atoi(desc);
2271 while (*desc && isdigit((unsigned char)*desc))
2272 desc++; /* skip over y coordinate */
2273 if (*desc) desc++; /* eat comma */
2274
2275 if (*desc == 'm') {
2276 masked = TRUE;
2277 desc++;
2278 } else {
2279 /*
2280 * We permit game IDs to be entered by hand without the
2281 * masking transformation.
2282 */
2283 masked = FALSE;
2284 }
2285
2286 bmp = snewn((wh + 7) / 8, unsigned char);
2287 memset(bmp, 0, (wh + 7) / 8);
2288 for (i = 0; i < (wh+3)/4; i++) {
2289 int c = desc[i];
2290 int v;
2291
2292 assert(c != 0); /* validate_desc should have caught */
2293 if (c >= '0' && c <= '9')
2294 v = c - '0';
2295 else if (c >= 'a' && c <= 'f')
2296 v = c - 'a' + 10;
2297 else if (c >= 'A' && c <= 'F')
2298 v = c - 'A' + 10;
2299 else
2300 v = 0;
2301
2302 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2303 }
2304
2305 if (masked)
2306 obfuscate_bitmap(bmp, wh, TRUE);
2307
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;
2312 }
2313
2314 ret = open_square(state, x, y);
2315 }
2316
2317 return state;
2318 }
2319
2320 static game_state *dup_game(game_state *state)
2321 {
2322 game_state *ret = snew(game_state);
2323
2324 ret->w = state->w;
2325 ret->h = state->h;
2326 ret->n = state->n;
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);
2335
2336 return ret;
2337 }
2338
2339 static void free_game(game_state *state)
2340 {
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);
2346 }
2347 sfree(state->grid);
2348 sfree(state);
2349 }
2350
2351 static game_state *solve_game(game_state *state, game_aux_info *aux,
2352 char **error)
2353 {
2354 /*
2355 * Simply expose the entire grid as if it were a completed
2356 * solution.
2357 */
2358 game_state *ret;
2359 int yy, xx;
2360
2361 if (!state->layout->mines) {
2362 *error = "Game has not been started yet";
2363 return NULL;
2364 }
2365
2366 ret = dup_game(state);
2367 for (yy = 0; yy < ret->h; yy++)
2368 for (xx = 0; xx < ret->w; xx++) {
2369
2370 if (ret->layout->mines[yy*ret->w+xx]) {
2371 ret->grid[yy*ret->w+xx] = -1;
2372 } else {
2373 int dx, dy, v;
2374
2375 v = 0;
2376
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)])
2382 v++;
2383
2384 ret->grid[yy*ret->w+xx] = v;
2385 }
2386 }
2387 ret->used_solve = ret->just_used_solve = TRUE;
2388 ret->won = TRUE;
2389
2390 return ret;
2391 }
2392
2393 static char *game_text_format(game_state *state)
2394 {
2395 char *ret;
2396 int x, y;
2397
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];
2402 if (v == 0)
2403 v = '-';
2404 else if (v >= 1 && v <= 8)
2405 v = '0' + v;
2406 else if (v == -1)
2407 v = '*';
2408 else if (v == -2 || v == -3)
2409 v = '?';
2410 else if (v >= 64)
2411 v = '!';
2412 ret[y * (state->w+1) + x] = v;
2413 }
2414 ret[y * (state->w+1) + state->w] = '\n';
2415 }
2416 ret[(state->w + 1) * state->h] = '\0';
2417
2418 return ret;
2419 }
2420
2421 struct game_ui {
2422 int hx, hy, hradius; /* for mouse-down highlights */
2423 int flash_is_death;
2424 int deaths;
2425 };
2426
2427 static game_ui *new_ui(game_state *state)
2428 {
2429 game_ui *ui = snew(game_ui);
2430 ui->hx = ui->hy = -1;
2431 ui->hradius = 0;
2432 ui->deaths = 0;
2433 ui->flash_is_death = FALSE; /* *shrug* */
2434 return ui;
2435 }
2436
2437 static void free_ui(game_ui *ui)
2438 {
2439 sfree(ui);
2440 }
2441
2442 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
2443 int x, int y, int button)
2444 {
2445 game_state *ret;
2446 int cx, cy;
2447
2448 if (from->dead || from->won)
2449 return NULL; /* no further moves permitted */
2450
2451 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2452 !IS_MOUSE_RELEASE(button))
2453 return NULL;
2454
2455 cx = FROMCOORD(x);
2456 cy = FROMCOORD(y);
2457 if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
2458 return NULL;
2459
2460 if (button == LEFT_BUTTON || button == LEFT_DRAG) {
2461 /*
2462 * Mouse-downs and mouse-drags just cause highlighting
2463 * updates.
2464 */
2465 ui->hx = cx;
2466 ui->hy = cy;
2467 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2468 return from;
2469 }
2470
2471 if (button == RIGHT_BUTTON) {
2472 /*
2473 * Right-clicking only works on a covered square, and it
2474 * toggles between -1 (marked as mine) and -2 (not marked
2475 * as mine).
2476 *
2477 * FIXME: question marks.
2478 */
2479 if (from->grid[cy * from->w + cx] != -2 &&
2480 from->grid[cy * from->w + cx] != -1)
2481 return NULL;
2482
2483 ret = dup_game(from);
2484 ret->just_used_solve = FALSE;
2485 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2486
2487 return ret;
2488 }
2489
2490 if (button == LEFT_RELEASE) {
2491 ui->hx = ui->hy = -1;
2492 ui->hradius = 0;
2493
2494 /*
2495 * At this stage we must never return NULL: we have adjusted
2496 * the ui, so at worst we return `from'.
2497 */
2498
2499 /*
2500 * Left-clicking on a covered square opens a tile. Not
2501 * permitted if the tile is marked as a mine, for safety.
2502 * (Unmark it and _then_ open it.)
2503 */
2504 if (from->grid[cy * from->w + cx] == -2 ||
2505 from->grid[cy * from->w + cx] == -3) {
2506 ret = dup_game(from);
2507 ret->just_used_solve = FALSE;
2508 open_square(ret, cx, cy);
2509 if (ret->dead)
2510 ui->deaths++;
2511 return ret;
2512 }
2513
2514 /*
2515 * Left-clicking on an uncovered tile: first we check to see if
2516 * the number of mine markers surrounding the tile is equal to
2517 * its mine count, and if so then we open all other surrounding
2518 * squares.
2519 */
2520 if (from->grid[cy * from->w + cx] > 0) {
2521 int dy, dx, n;
2522
2523 /* Count mine markers. */
2524 n = 0;
2525 for (dy = -1; dy <= +1; dy++)
2526 for (dx = -1; dx <= +1; dx++)
2527 if (cx+dx >= 0 && cx+dx < from->w &&
2528 cy+dy >= 0 && cy+dy < from->h) {
2529 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2530 n++;
2531 }
2532
2533 if (n == from->grid[cy * from->w + cx]) {
2534 ret = dup_game(from);
2535 ret->just_used_solve = FALSE;
2536 for (dy = -1; dy <= +1; dy++)
2537 for (dx = -1; dx <= +1; dx++)
2538 if (cx+dx >= 0 && cx+dx < ret->w &&
2539 cy+dy >= 0 && cy+dy < ret->h &&
2540 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2541 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2542 open_square(ret, cx+dx, cy+dy);
2543 if (ret->dead)
2544 ui->deaths++;
2545 return ret;
2546 }
2547 }
2548
2549 return from;
2550 }
2551
2552 return NULL;
2553 }
2554
2555 /* ----------------------------------------------------------------------
2556 * Drawing routines.
2557 */
2558
2559 struct game_drawstate {
2560 int w, h, started;
2561 signed char *grid;
2562 /*
2563 * Items in this `grid' array have all the same values as in
2564 * the game_state grid, and in addition:
2565 *
2566 * - -10 means the tile was drawn `specially' as a result of a
2567 * flash, so it will always need redrawing.
2568 *
2569 * - -22 and -23 mean the tile is highlighted for a possible
2570 * click.
2571 */
2572 };
2573
2574 static void game_size(game_params *params, int *x, int *y)
2575 {
2576 *x = BORDER * 2 + TILE_SIZE * params->w;
2577 *y = BORDER * 2 + TILE_SIZE * params->h;
2578 }
2579
2580 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2581 {
2582 float *ret = snewn(3 * NCOLOURS, float);
2583
2584 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2585
2586 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2587 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2588 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2589
2590 ret[COL_1 * 3 + 0] = 0.0F;
2591 ret[COL_1 * 3 + 1] = 0.0F;
2592 ret[COL_1 * 3 + 2] = 1.0F;
2593
2594 ret[COL_2 * 3 + 0] = 0.0F;
2595 ret[COL_2 * 3 + 1] = 0.5F;
2596 ret[COL_2 * 3 + 2] = 0.0F;
2597
2598 ret[COL_3 * 3 + 0] = 1.0F;
2599 ret[COL_3 * 3 + 1] = 0.0F;
2600 ret[COL_3 * 3 + 2] = 0.0F;
2601
2602 ret[COL_4 * 3 + 0] = 0.0F;
2603 ret[COL_4 * 3 + 1] = 0.0F;
2604 ret[COL_4 * 3 + 2] = 0.5F;
2605
2606 ret[COL_5 * 3 + 0] = 0.5F;
2607 ret[COL_5 * 3 + 1] = 0.0F;
2608 ret[COL_5 * 3 + 2] = 0.0F;
2609
2610 ret[COL_6 * 3 + 0] = 0.0F;
2611 ret[COL_6 * 3 + 1] = 0.5F;
2612 ret[COL_6 * 3 + 2] = 0.5F;
2613
2614 ret[COL_7 * 3 + 0] = 0.0F;
2615 ret[COL_7 * 3 + 1] = 0.0F;
2616 ret[COL_7 * 3 + 2] = 0.0F;
2617
2618 ret[COL_8 * 3 + 0] = 0.5F;
2619 ret[COL_8 * 3 + 1] = 0.5F;
2620 ret[COL_8 * 3 + 2] = 0.5F;
2621
2622 ret[COL_MINE * 3 + 0] = 0.0F;
2623 ret[COL_MINE * 3 + 1] = 0.0F;
2624 ret[COL_MINE * 3 + 2] = 0.0F;
2625
2626 ret[COL_BANG * 3 + 0] = 1.0F;
2627 ret[COL_BANG * 3 + 1] = 0.0F;
2628 ret[COL_BANG * 3 + 2] = 0.0F;
2629
2630 ret[COL_CROSS * 3 + 0] = 1.0F;
2631 ret[COL_CROSS * 3 + 1] = 0.0F;
2632 ret[COL_CROSS * 3 + 2] = 0.0F;
2633
2634 ret[COL_FLAG * 3 + 0] = 1.0F;
2635 ret[COL_FLAG * 3 + 1] = 0.0F;
2636 ret[COL_FLAG * 3 + 2] = 0.0F;
2637
2638 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2639 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2640 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2641
2642 ret[COL_QUERY * 3 + 0] = 0.0F;
2643 ret[COL_QUERY * 3 + 1] = 0.0F;
2644 ret[COL_QUERY * 3 + 2] = 0.0F;
2645
2646 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2647 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2648 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2649
2650 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2651 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2652 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2653
2654 *ncolours = NCOLOURS;
2655 return ret;
2656 }
2657
2658 static game_drawstate *game_new_drawstate(game_state *state)
2659 {
2660 struct game_drawstate *ds = snew(struct game_drawstate);
2661
2662 ds->w = state->w;
2663 ds->h = state->h;
2664 ds->started = FALSE;
2665 ds->grid = snewn(ds->w * ds->h, char);
2666
2667 memset(ds->grid, -99, ds->w * ds->h);
2668
2669 return ds;
2670 }
2671
2672 static void game_free_drawstate(game_drawstate *ds)
2673 {
2674 sfree(ds->grid);
2675 sfree(ds);
2676 }
2677
2678 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2679 {
2680 if (v < 0) {
2681 int coords[12];
2682 int hl = 0;
2683
2684 if (v == -22 || v == -23) {
2685 v += 20;
2686
2687 /*
2688 * Omit the highlights in this case.
2689 */
2690 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2691 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2692 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2693 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2694 } else {
2695 /*
2696 * Draw highlights to indicate the square is covered.
2697 */
2698 coords[0] = x + TILE_SIZE - 1;
2699 coords[1] = y + TILE_SIZE - 1;
2700 coords[2] = x + TILE_SIZE - 1;
2701 coords[3] = y;
2702 coords[4] = x;
2703 coords[5] = y + TILE_SIZE - 1;
2704 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2705 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2706
2707 coords[0] = x;
2708 coords[1] = y;
2709 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2710 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2711
2712 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2713 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2714 bg);
2715 }
2716
2717 if (v == -1) {
2718 /*
2719 * Draw a flag.
2720 */
2721 #define SETCOORD(n, dx, dy) do { \
2722 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2723 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2724 } while (0)
2725 SETCOORD(0, 0.6, 0.35);
2726 SETCOORD(1, 0.6, 0.7);
2727 SETCOORD(2, 0.8, 0.8);
2728 SETCOORD(3, 0.25, 0.8);
2729 SETCOORD(4, 0.55, 0.7);
2730 SETCOORD(5, 0.55, 0.35);
2731 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2732 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2733
2734 SETCOORD(0, 0.6, 0.2);
2735 SETCOORD(1, 0.6, 0.5);
2736 SETCOORD(2, 0.2, 0.35);
2737 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2738 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2739 #undef SETCOORD
2740
2741 } else if (v == -3) {
2742 /*
2743 * Draw a question mark.
2744 */
2745 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2746 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2747 ALIGN_VCENTRE | ALIGN_HCENTRE,
2748 COL_QUERY, "?");
2749 }
2750 } else {
2751 /*
2752 * Clear the square to the background colour, and draw thin
2753 * grid lines along the top and left.
2754 *
2755 * Exception is that for value 65 (mine we've just trodden
2756 * on), we clear the square to COL_BANG.
2757 */
2758 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2759 (v == 65 ? COL_BANG :
2760 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2761 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2762 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2763
2764 if (v > 0 && v <= 8) {
2765 /*
2766 * Mark a number.
2767 */
2768 char str[2];
2769 str[0] = v + '0';
2770 str[1] = '\0';
2771 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2772 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2773 ALIGN_VCENTRE | ALIGN_HCENTRE,
2774 (COL_1 - 1) + v, str);
2775
2776 } else if (v >= 64) {
2777 /*
2778 * Mark a mine.
2779 *
2780 * FIXME: this could be done better!
2781 */
2782 #if 0
2783 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2784 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2785 ALIGN_VCENTRE | ALIGN_HCENTRE,
2786 COL_MINE, "*");
2787 #else
2788 {
2789 int cx = x + TILE_SIZE / 2;
2790 int cy = y + TILE_SIZE / 2;
2791 int r = TILE_SIZE / 2 - 3;
2792 int coords[4*5*2];
2793 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2794 int tdx, tdy, i;
2795
2796 for (i = 0; i < 4*5*2; i += 5*2) {
2797 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2798 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2799 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2800 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2801 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2802 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2803 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2804 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2805 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2806 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2807
2808 tdx = ydx;
2809 tdy = ydy;
2810 ydx = xdx;
2811 ydy = xdy;
2812 xdx = -tdx;
2813 xdy = -tdy;
2814 }
2815
2816 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2817 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2818
2819 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2820 }
2821 #endif
2822
2823 if (v == 66) {
2824 /*
2825 * Cross through the mine.
2826 */
2827 int dx;
2828 for (dx = -1; dx <= +1; dx++) {
2829 draw_line(fe, x + 3 + dx, y + 2,
2830 x + TILE_SIZE - 3 + dx,
2831 y + TILE_SIZE - 2, COL_CROSS);
2832 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2833 x + 3 + dx, y + TILE_SIZE - 2,
2834 COL_CROSS);
2835 }
2836 }
2837 }
2838 }
2839
2840 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2841 }
2842
2843 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2844 game_state *state, int dir, game_ui *ui,
2845 float animtime, float flashtime)
2846 {
2847 int x, y;
2848 int mines, markers, bg;
2849
2850 if (flashtime) {
2851 int frame = (flashtime / FLASH_FRAME);
2852 if (frame % 2)
2853 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2854 else
2855 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2856 } else
2857 bg = COL_BACKGROUND;
2858
2859 if (!ds->started) {
2860 int coords[6];
2861
2862 draw_rect(fe, 0, 0,
2863 TILE_SIZE * state->w + 2 * BORDER,
2864 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2865 draw_update(fe, 0, 0,
2866 TILE_SIZE * state->w + 2 * BORDER,
2867 TILE_SIZE * state->h + 2 * BORDER);
2868
2869 /*
2870 * Recessed area containing the whole puzzle.
2871 */
2872 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2873 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2874 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2875 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2876 coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2877 coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2878 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
2879 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
2880
2881 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2882 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2883 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
2884 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
2885
2886 ds->started = TRUE;
2887 }
2888
2889 /*
2890 * Now draw the tiles. Also in this loop, count up the number
2891 * of mines and mine markers.
2892 */
2893 mines = markers = 0;
2894 for (y = 0; y < ds->h; y++)
2895 for (x = 0; x < ds->w; x++) {
2896 int v = state->grid[y*ds->w+x];
2897
2898 if (v == -1)
2899 markers++;
2900 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2901 mines++;
2902
2903 if ((v == -2 || v == -3) &&
2904 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2905 v -= 20;
2906
2907 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2908 draw_tile(fe, COORD(x), COORD(y), v, bg);
2909 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2910 }
2911 }
2912
2913 if (!state->layout->mines)
2914 mines = state->layout->n;
2915
2916 /*
2917 * Update the status bar.
2918 */
2919 {
2920 char statusbar[512];
2921 if (state->dead) {
2922 sprintf(statusbar, "DEAD!");
2923 } else if (state->won) {
2924 if (state->used_solve)
2925 sprintf(statusbar, "Auto-solved.");
2926 else
2927 sprintf(statusbar, "COMPLETED!");
2928 } else {
2929 sprintf(statusbar, "Marked: %d / %d", markers, mines);
2930 }
2931 if (ui->deaths)
2932 sprintf(statusbar + strlen(statusbar),
2933 " Deaths: %d", ui->deaths);
2934 status_bar(fe, statusbar);
2935 }
2936 }
2937
2938 static float game_anim_length(game_state *oldstate, game_state *newstate,
2939 int dir, game_ui *ui)
2940 {
2941 return 0.0F;
2942 }
2943
2944 static float game_flash_length(game_state *oldstate, game_state *newstate,
2945 int dir, game_ui *ui)
2946 {
2947 if (oldstate->used_solve || newstate->used_solve)
2948 return 0.0F;
2949
2950 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2951 if (newstate->dead) {
2952 ui->flash_is_death = TRUE;
2953 return 3 * FLASH_FRAME;
2954 }
2955 if (newstate->won) {
2956 ui->flash_is_death = FALSE;
2957 return 2 * FLASH_FRAME;
2958 }
2959 }
2960 return 0.0F;
2961 }
2962
2963 static int game_wants_statusbar(void)
2964 {
2965 return TRUE;
2966 }
2967
2968 static int game_timing_state(game_state *state)
2969 {
2970 if (state->dead || state->won || !state->layout->mines)
2971 return FALSE;
2972 return TRUE;
2973 }
2974
2975 #ifdef COMBINED
2976 #define thegame mines
2977 #endif
2978
2979 const struct game thegame = {
2980 "Mines", "games.mines",
2981 default_params,
2982 game_fetch_preset,
2983 decode_params,
2984 encode_params,
2985 free_params,
2986 dup_params,
2987 TRUE, game_configure, custom_params,
2988 validate_params,
2989 new_game_desc,
2990 game_free_aux_info,
2991 validate_desc,
2992 new_game,
2993 dup_game,
2994 free_game,
2995 TRUE, solve_game,
2996 TRUE, game_text_format,
2997 new_ui,
2998 free_ui,
2999 make_move,
3000 game_size,
3001 game_colours,
3002 game_new_drawstate,
3003 game_free_drawstate,
3004 game_redraw,
3005 game_anim_length,
3006 game_flash_length,
3007 game_wants_statusbar,
3008 TRUE, game_timing_state,
3009 };