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[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 COL_WRONGNUMBER,
26 NCOLOURS
27 };
28
29 #define PREFERRED_TILE_SIZE 20
30 #define TILE_SIZE (ds->tilesize)
31 #define BORDER (TILE_SIZE * 3 / 2)
32 #define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
33 #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
34 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
35 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
36
37 #define FLASH_FRAME 0.13F
38
39 struct game_params {
40 int w, h, n;
41 int unique;
42 };
43
44 struct mine_layout {
45 /*
46 * This structure is shared between all the game_states for a
47 * given instance of the puzzle, so we reference-count it.
48 */
49 int refcount;
50 char *mines;
51 /*
52 * If we haven't yet actually generated the mine layout, here's
53 * all the data we will need to do so.
54 */
55 int n, unique;
56 random_state *rs;
57 midend *me; /* to give back the new game desc */
58 };
59
60 struct game_state {
61 int w, h, n, dead, won;
62 int used_solve;
63 struct mine_layout *layout; /* real mine positions */
64 signed char *grid; /* player knowledge */
65 /*
66 * Each item in the `grid' array is one of the following values:
67 *
68 * - 0 to 8 mean the square is open and has a surrounding mine
69 * count.
70 *
71 * - -1 means the square is marked as a mine.
72 *
73 * - -2 means the square is unknown.
74 *
75 * - -3 means the square is marked with a question mark
76 * (FIXME: do we even want to bother with this?).
77 *
78 * - 64 means the square has had a mine revealed when the game
79 * was lost.
80 *
81 * - 65 means the square had a mine revealed and this was the
82 * one the player hits.
83 *
84 * - 66 means the square has a crossed-out mine because the
85 * player had incorrectly marked it.
86 */
87 };
88
89 static game_params *default_params(void)
90 {
91 game_params *ret = snew(game_params);
92
93 ret->w = ret->h = 9;
94 ret->n = 10;
95 ret->unique = TRUE;
96
97 return ret;
98 }
99
100 static const struct game_params mines_presets[] = {
101 {9, 9, 10, TRUE},
102 {9, 9, 35, TRUE},
103 {16, 16, 40, TRUE},
104 {16, 16, 99, TRUE},
105 {30, 16, 99, TRUE},
106 {30, 16, 170, TRUE},
107 };
108
109 static int game_fetch_preset(int i, char **name, game_params **params)
110 {
111 game_params *ret;
112 char str[80];
113
114 if (i < 0 || i >= lenof(mines_presets))
115 return FALSE;
116
117 ret = snew(game_params);
118 *ret = mines_presets[i];
119
120 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
121
122 *name = dupstr(str);
123 *params = ret;
124 return TRUE;
125 }
126
127 static void free_params(game_params *params)
128 {
129 sfree(params);
130 }
131
132 static game_params *dup_params(game_params *params)
133 {
134 game_params *ret = snew(game_params);
135 *ret = *params; /* structure copy */
136 return ret;
137 }
138
139 static void decode_params(game_params *params, char const *string)
140 {
141 char const *p = string;
142
143 params->w = atoi(p);
144 while (*p && isdigit((unsigned char)*p)) p++;
145 if (*p == 'x') {
146 p++;
147 params->h = atoi(p);
148 while (*p && isdigit((unsigned char)*p)) p++;
149 } else {
150 params->h = params->w;
151 }
152 if (*p == 'n') {
153 p++;
154 params->n = atoi(p);
155 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
156 } else {
157 params->n = params->w * params->h / 10;
158 }
159
160 while (*p) {
161 if (*p == 'a') {
162 p++;
163 params->unique = FALSE;
164 } else
165 p++; /* skip any other gunk */
166 }
167 }
168
169 static char *encode_params(game_params *params, int full)
170 {
171 char ret[400];
172 int len;
173
174 len = sprintf(ret, "%dx%d", params->w, params->h);
175 /*
176 * Mine count is a generation-time parameter, since it can be
177 * deduced from the mine bitmap!
178 */
179 if (full)
180 len += sprintf(ret+len, "n%d", params->n);
181 if (full && !params->unique)
182 ret[len++] = 'a';
183 assert(len < lenof(ret));
184 ret[len] = '\0';
185
186 return dupstr(ret);
187 }
188
189 static config_item *game_configure(game_params *params)
190 {
191 config_item *ret;
192 char buf[80];
193
194 ret = snewn(5, config_item);
195
196 ret[0].name = "Width";
197 ret[0].type = C_STRING;
198 sprintf(buf, "%d", params->w);
199 ret[0].sval = dupstr(buf);
200 ret[0].ival = 0;
201
202 ret[1].name = "Height";
203 ret[1].type = C_STRING;
204 sprintf(buf, "%d", params->h);
205 ret[1].sval = dupstr(buf);
206 ret[1].ival = 0;
207
208 ret[2].name = "Mines";
209 ret[2].type = C_STRING;
210 sprintf(buf, "%d", params->n);
211 ret[2].sval = dupstr(buf);
212 ret[2].ival = 0;
213
214 ret[3].name = "Ensure solubility";
215 ret[3].type = C_BOOLEAN;
216 ret[3].sval = NULL;
217 ret[3].ival = params->unique;
218
219 ret[4].name = NULL;
220 ret[4].type = C_END;
221 ret[4].sval = NULL;
222 ret[4].ival = 0;
223
224 return ret;
225 }
226
227 static game_params *custom_params(config_item *cfg)
228 {
229 game_params *ret = snew(game_params);
230
231 ret->w = atoi(cfg[0].sval);
232 ret->h = atoi(cfg[1].sval);
233 ret->n = atoi(cfg[2].sval);
234 if (strchr(cfg[2].sval, '%'))
235 ret->n = ret->n * (ret->w * ret->h) / 100;
236 ret->unique = cfg[3].ival;
237
238 return ret;
239 }
240
241 static char *validate_params(game_params *params, int full)
242 {
243 /*
244 * Lower limit on grid size: each dimension must be at least 3.
245 * 1 is theoretically workable if rather boring, but 2 is a
246 * real problem: there is often _no_ way to generate a uniquely
247 * solvable 2xn Mines grid. You either run into two mines
248 * blocking the way and no idea what's behind them, or one mine
249 * and no way to know which of the two rows it's in. If the
250 * mine count is even you can create a soluble grid by packing
251 * all the mines at one end (so what when you hit a two-mine
252 * wall there are only as many covered squares left as there
253 * are mines); but if it's odd, you are doomed, because you
254 * _have_ to have a gap somewhere which you can't determine the
255 * position of.
256 */
257 if (full && params->unique && (params->w <= 2 || params->h <= 2))
258 return "Width and height must both be greater than two";
259 if (params->n > params->w * params->h - 9)
260 return "Too many mines for grid size";
261
262 /*
263 * FIXME: Need more constraints here. Not sure what the
264 * sensible limits for Minesweeper actually are. The limits
265 * probably ought to change, however, depending on uniqueness.
266 */
267
268 return NULL;
269 }
270
271 /* ----------------------------------------------------------------------
272 * Minesweeper solver, used to ensure the generated grids are
273 * solvable without having to take risks.
274 */
275
276 /*
277 * Count the bits in a word. Only needs to cope with 16 bits.
278 */
279 static int bitcount16(int inword)
280 {
281 unsigned int word = inword;
282
283 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
284 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
285 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
286 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
287
288 return (int)word;
289 }
290
291 /*
292 * We use a tree234 to store a large number of small localised
293 * sets, each with a mine count. We also keep some of those sets
294 * linked together into a to-do list.
295 */
296 struct set {
297 short x, y, mask, mines;
298 int todo;
299 struct set *prev, *next;
300 };
301
302 static int setcmp(void *av, void *bv)
303 {
304 struct set *a = (struct set *)av;
305 struct set *b = (struct set *)bv;
306
307 if (a->y < b->y)
308 return -1;
309 else if (a->y > b->y)
310 return +1;
311 else if (a->x < b->x)
312 return -1;
313 else if (a->x > b->x)
314 return +1;
315 else if (a->mask < b->mask)
316 return -1;
317 else if (a->mask > b->mask)
318 return +1;
319 else
320 return 0;
321 }
322
323 struct setstore {
324 tree234 *sets;
325 struct set *todo_head, *todo_tail;
326 };
327
328 static struct setstore *ss_new(void)
329 {
330 struct setstore *ss = snew(struct setstore);
331 ss->sets = newtree234(setcmp);
332 ss->todo_head = ss->todo_tail = NULL;
333 return ss;
334 }
335
336 /*
337 * Take two input sets, in the form (x,y,mask). Munge the first by
338 * taking either its intersection with the second or its difference
339 * with the second. Return the new mask part of the first set.
340 */
341 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
342 int diff)
343 {
344 /*
345 * Adjust the second set so that it has the same x,y
346 * coordinates as the first.
347 */
348 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
349 mask2 = 0;
350 } else {
351 while (x2 > x1) {
352 mask2 &= ~(4|32|256);
353 mask2 <<= 1;
354 x2--;
355 }
356 while (x2 < x1) {
357 mask2 &= ~(1|8|64);
358 mask2 >>= 1;
359 x2++;
360 }
361 while (y2 > y1) {
362 mask2 &= ~(64|128|256);
363 mask2 <<= 3;
364 y2--;
365 }
366 while (y2 < y1) {
367 mask2 &= ~(1|2|4);
368 mask2 >>= 3;
369 y2++;
370 }
371 }
372
373 /*
374 * Invert the second set if `diff' is set (we're after A &~ B
375 * rather than A & B).
376 */
377 if (diff)
378 mask2 ^= 511;
379
380 /*
381 * Now all that's left is a logical AND.
382 */
383 return mask1 & mask2;
384 }
385
386 static void ss_add_todo(struct setstore *ss, struct set *s)
387 {
388 if (s->todo)
389 return; /* already on it */
390
391 #ifdef SOLVER_DIAGNOSTICS
392 printf("adding set on todo list: %d,%d %03x %d\n",
393 s->x, s->y, s->mask, s->mines);
394 #endif
395
396 s->prev = ss->todo_tail;
397 if (s->prev)
398 s->prev->next = s;
399 else
400 ss->todo_head = s;
401 ss->todo_tail = s;
402 s->next = NULL;
403 s->todo = TRUE;
404 }
405
406 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
407 {
408 struct set *s;
409
410 assert(mask != 0);
411
412 /*
413 * Normalise so that x and y are genuinely the bounding
414 * rectangle.
415 */
416 while (!(mask & (1|8|64)))
417 mask >>= 1, x++;
418 while (!(mask & (1|2|4)))
419 mask >>= 3, y++;
420
421 /*
422 * Create a set structure and add it to the tree.
423 */
424 s = snew(struct set);
425 s->x = x;
426 s->y = y;
427 s->mask = mask;
428 s->mines = mines;
429 s->todo = FALSE;
430 if (add234(ss->sets, s) != s) {
431 /*
432 * This set already existed! Free it and return.
433 */
434 sfree(s);
435 return;
436 }
437
438 /*
439 * We've added a new set to the tree, so put it on the todo
440 * list.
441 */
442 ss_add_todo(ss, s);
443 }
444
445 static void ss_remove(struct setstore *ss, struct set *s)
446 {
447 struct set *next = s->next, *prev = s->prev;
448
449 #ifdef SOLVER_DIAGNOSTICS
450 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
451 #endif
452 /*
453 * Remove s from the todo list.
454 */
455 if (prev)
456 prev->next = next;
457 else if (s == ss->todo_head)
458 ss->todo_head = next;
459
460 if (next)
461 next->prev = prev;
462 else if (s == ss->todo_tail)
463 ss->todo_tail = prev;
464
465 s->todo = FALSE;
466
467 /*
468 * Remove s from the tree.
469 */
470 del234(ss->sets, s);
471
472 /*
473 * Destroy the actual set structure.
474 */
475 sfree(s);
476 }
477
478 /*
479 * Return a dynamically allocated list of all the sets which
480 * overlap a provided input set.
481 */
482 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
483 {
484 struct set **ret = NULL;
485 int nret = 0, retsize = 0;
486 int xx, yy;
487
488 for (xx = x-3; xx < x+3; xx++)
489 for (yy = y-3; yy < y+3; yy++) {
490 struct set stmp, *s;
491 int pos;
492
493 /*
494 * Find the first set with these top left coordinates.
495 */
496 stmp.x = xx;
497 stmp.y = yy;
498 stmp.mask = 0;
499
500 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
501 while ((s = index234(ss->sets, pos)) != NULL &&
502 s->x == xx && s->y == yy) {
503 /*
504 * This set potentially overlaps the input one.
505 * Compute the intersection to see if they
506 * really overlap, and add it to the list if
507 * so.
508 */
509 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
510 /*
511 * There's an overlap.
512 */
513 if (nret >= retsize) {
514 retsize = nret + 32;
515 ret = sresize(ret, retsize, struct set *);
516 }
517 ret[nret++] = s;
518 }
519
520 pos++;
521 }
522 }
523 }
524
525 ret = sresize(ret, nret+1, struct set *);
526 ret[nret] = NULL;
527
528 return ret;
529 }
530
531 /*
532 * Get an element from the head of the set todo list.
533 */
534 static struct set *ss_todo(struct setstore *ss)
535 {
536 if (ss->todo_head) {
537 struct set *ret = ss->todo_head;
538 ss->todo_head = ret->next;
539 if (ss->todo_head)
540 ss->todo_head->prev = NULL;
541 else
542 ss->todo_tail = NULL;
543 ret->next = ret->prev = NULL;
544 ret->todo = FALSE;
545 return ret;
546 } else {
547 return NULL;
548 }
549 }
550
551 struct squaretodo {
552 int *next;
553 int head, tail;
554 };
555
556 static void std_add(struct squaretodo *std, int i)
557 {
558 if (std->tail >= 0)
559 std->next[std->tail] = i;
560 else
561 std->head = i;
562 std->tail = i;
563 std->next[i] = -1;
564 }
565
566 typedef int (*open_cb)(void *, int, int);
567
568 static void known_squares(int w, int h, struct squaretodo *std,
569 signed char *grid,
570 open_cb open, void *openctx,
571 int x, int y, int mask, int mine)
572 {
573 int xx, yy, bit;
574
575 bit = 1;
576
577 for (yy = 0; yy < 3; yy++)
578 for (xx = 0; xx < 3; xx++) {
579 if (mask & bit) {
580 int i = (y + yy) * w + (x + xx);
581
582 /*
583 * It's possible that this square is _already_
584 * known, in which case we don't try to add it to
585 * the list twice.
586 */
587 if (grid[i] == -2) {
588
589 if (mine) {
590 grid[i] = -1; /* and don't open it! */
591 } else {
592 grid[i] = open(openctx, x + xx, y + yy);
593 assert(grid[i] != -1); /* *bang* */
594 }
595 std_add(std, i);
596
597 }
598 }
599 bit <<= 1;
600 }
601 }
602
603 /*
604 * This is data returned from the `perturb' function. It details
605 * which squares have become mines and which have become clear. The
606 * solver is (of course) expected to honourably not use that
607 * knowledge directly, but to efficently adjust its internal data
608 * structures and proceed based on only the information it
609 * legitimately has.
610 */
611 struct perturbation {
612 int x, y;
613 int delta; /* +1 == become a mine; -1 == cleared */
614 };
615 struct perturbations {
616 int n;
617 struct perturbation *changes;
618 };
619
620 /*
621 * Main solver entry point. You give it a grid of existing
622 * knowledge (-1 for a square known to be a mine, 0-8 for empty
623 * squares with a given number of neighbours, -2 for completely
624 * unknown), plus a function which you can call to open new squares
625 * once you're confident of them. It fills in as much more of the
626 * grid as it can.
627 *
628 * Return value is:
629 *
630 * - -1 means deduction stalled and nothing could be done
631 * - 0 means deduction succeeded fully
632 * - >0 means deduction succeeded but some number of perturbation
633 * steps were required; the exact return value is the number of
634 * perturb calls.
635 */
636
637 typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int);
638
639 static int minesolve(int w, int h, int n, signed char *grid,
640 open_cb open,
641 perturb_cb perturb,
642 void *ctx, random_state *rs)
643 {
644 struct setstore *ss = ss_new();
645 struct set **list;
646 struct squaretodo astd, *std = &astd;
647 int x, y, i, j;
648 int nperturbs = 0;
649
650 /*
651 * Set up a linked list of squares with known contents, so that
652 * we can process them one by one.
653 */
654 std->next = snewn(w*h, int);
655 std->head = std->tail = -1;
656
657 /*
658 * Initialise that list with all known squares in the input
659 * grid.
660 */
661 for (y = 0; y < h; y++) {
662 for (x = 0; x < w; x++) {
663 i = y*w+x;
664 if (grid[i] != -2)
665 std_add(std, i);
666 }
667 }
668
669 /*
670 * Main deductive loop.
671 */
672 while (1) {
673 int done_something = FALSE;
674 struct set *s;
675
676 /*
677 * If there are any known squares on the todo list, process
678 * them and construct a set for each.
679 */
680 while (std->head != -1) {
681 i = std->head;
682 #ifdef SOLVER_DIAGNOSTICS
683 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
684 #endif
685 std->head = std->next[i];
686 if (std->head == -1)
687 std->tail = -1;
688
689 x = i % w;
690 y = i / w;
691
692 if (grid[i] >= 0) {
693 int dx, dy, mines, bit, val;
694 #ifdef SOLVER_DIAGNOSTICS
695 printf("creating set around this square\n");
696 #endif
697 /*
698 * Empty square. Construct the set of non-known squares
699 * around this one, and determine its mine count.
700 */
701 mines = grid[i];
702 bit = 1;
703 val = 0;
704 for (dy = -1; dy <= +1; dy++) {
705 for (dx = -1; dx <= +1; dx++) {
706 #ifdef SOLVER_DIAGNOSTICS
707 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
708 #endif
709 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
710 /* ignore this one */;
711 else if (grid[i+dy*w+dx] == -1)
712 mines--;
713 else if (grid[i+dy*w+dx] == -2)
714 val |= bit;
715 bit <<= 1;
716 }
717 }
718 if (val)
719 ss_add(ss, x-1, y-1, val, mines);
720 }
721
722 /*
723 * Now, whether the square is empty or full, we must
724 * find any set which contains it and replace it with
725 * one which does not.
726 */
727 {
728 #ifdef SOLVER_DIAGNOSTICS
729 printf("finding sets containing known square %d,%d\n", x, y);
730 #endif
731 list = ss_overlap(ss, x, y, 1);
732
733 for (j = 0; list[j]; j++) {
734 int newmask, newmines;
735
736 s = list[j];
737
738 /*
739 * Compute the mask for this set minus the
740 * newly known square.
741 */
742 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
743
744 /*
745 * Compute the new mine count.
746 */
747 newmines = s->mines - (grid[i] == -1);
748
749 /*
750 * Insert the new set into the collection,
751 * unless it's been whittled right down to
752 * nothing.
753 */
754 if (newmask)
755 ss_add(ss, s->x, s->y, newmask, newmines);
756
757 /*
758 * Destroy the old one; it is actually obsolete.
759 */
760 ss_remove(ss, s);
761 }
762
763 sfree(list);
764 }
765
766 /*
767 * Marking a fresh square as known certainly counts as
768 * doing something.
769 */
770 done_something = TRUE;
771 }
772
773 /*
774 * Now pick a set off the to-do list and attempt deductions
775 * based on it.
776 */
777 if ((s = ss_todo(ss)) != NULL) {
778
779 #ifdef SOLVER_DIAGNOSTICS
780 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
781 #endif
782 /*
783 * Firstly, see if this set has a mine count of zero or
784 * of its own cardinality.
785 */
786 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
787 /*
788 * If so, we can immediately mark all the squares
789 * in the set as known.
790 */
791 #ifdef SOLVER_DIAGNOSTICS
792 printf("easy\n");
793 #endif
794 known_squares(w, h, std, grid, open, ctx,
795 s->x, s->y, s->mask, (s->mines != 0));
796
797 /*
798 * Having done that, we need do nothing further
799 * with this set; marking all the squares in it as
800 * known will eventually eliminate it, and will
801 * also permit further deductions about anything
802 * that overlaps it.
803 */
804 continue;
805 }
806
807 /*
808 * Failing that, we now search through all the sets
809 * which overlap this one.
810 */
811 list = ss_overlap(ss, s->x, s->y, s->mask);
812
813 for (j = 0; list[j]; j++) {
814 struct set *s2 = list[j];
815 int swing, s2wing, swc, s2wc;
816
817 /*
818 * Find the non-overlapping parts s2-s and s-s2,
819 * and their cardinalities.
820 *
821 * I'm going to refer to these parts as `wings'
822 * surrounding the central part common to both
823 * sets. The `s wing' is s-s2; the `s2 wing' is
824 * s2-s.
825 */
826 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
827 TRUE);
828 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
829 TRUE);
830 swc = bitcount16(swing);
831 s2wc = bitcount16(s2wing);
832
833 /*
834 * If one set has more mines than the other, and
835 * the number of extra mines is equal to the
836 * cardinality of that set's wing, then we can mark
837 * every square in the wing as a known mine, and
838 * every square in the other wing as known clear.
839 */
840 if (swc == s->mines - s2->mines ||
841 s2wc == s2->mines - s->mines) {
842 known_squares(w, h, std, grid, open, ctx,
843 s->x, s->y, swing,
844 (swc == s->mines - s2->mines));
845 known_squares(w, h, std, grid, open, ctx,
846 s2->x, s2->y, s2wing,
847 (s2wc == s2->mines - s->mines));
848 continue;
849 }
850
851 /*
852 * Failing that, see if one set is a subset of the
853 * other. If so, we can divide up the mine count of
854 * the larger set between the smaller set and its
855 * complement, even if neither smaller set ends up
856 * being immediately clearable.
857 */
858 if (swc == 0 && s2wc != 0) {
859 /* s is a subset of s2. */
860 assert(s2->mines > s->mines);
861 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
862 } else if (s2wc == 0 && swc != 0) {
863 /* s2 is a subset of s. */
864 assert(s->mines > s2->mines);
865 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
866 }
867 }
868
869 sfree(list);
870
871 /*
872 * In this situation we have definitely done
873 * _something_, even if it's only reducing the size of
874 * our to-do list.
875 */
876 done_something = TRUE;
877 } else if (n >= 0) {
878 /*
879 * We have nothing left on our todo list, which means
880 * all localised deductions have failed. Our next step
881 * is to resort to global deduction based on the total
882 * mine count. This is computationally expensive
883 * compared to any of the above deductions, which is
884 * why we only ever do it when all else fails, so that
885 * hopefully it won't have to happen too often.
886 *
887 * If you pass n<0 into this solver, that informs it
888 * that you do not know the total mine count, so it
889 * won't even attempt these deductions.
890 */
891
892 int minesleft, squaresleft;
893 int nsets, setused[10], cursor;
894
895 /*
896 * Start by scanning the current grid state to work out
897 * how many unknown squares we still have, and how many
898 * mines are to be placed in them.
899 */
900 squaresleft = 0;
901 minesleft = n;
902 for (i = 0; i < w*h; i++) {
903 if (grid[i] == -1)
904 minesleft--;
905 else if (grid[i] == -2)
906 squaresleft++;
907 }
908
909 #ifdef SOLVER_DIAGNOSTICS
910 printf("global deduction time: squaresleft=%d minesleft=%d\n",
911 squaresleft, minesleft);
912 for (y = 0; y < h; y++) {
913 for (x = 0; x < w; x++) {
914 int v = grid[y*w+x];
915 if (v == -1)
916 putchar('*');
917 else if (v == -2)
918 putchar('?');
919 else if (v == 0)
920 putchar('-');
921 else
922 putchar('0' + v);
923 }
924 putchar('\n');
925 }
926 #endif
927
928 /*
929 * If there _are_ no unknown squares, we have actually
930 * finished.
931 */
932 if (squaresleft == 0) {
933 assert(minesleft == 0);
934 break;
935 }
936
937 /*
938 * First really simple case: if there are no more mines
939 * left, or if there are exactly as many mines left as
940 * squares to play them in, then it's all easy.
941 */
942 if (minesleft == 0 || minesleft == squaresleft) {
943 for (i = 0; i < w*h; i++)
944 if (grid[i] == -2)
945 known_squares(w, h, std, grid, open, ctx,
946 i % w, i / w, 1, minesleft != 0);
947 continue; /* now go back to main deductive loop */
948 }
949
950 /*
951 * Failing that, we have to do some _real_ work.
952 * Ideally what we do here is to try every single
953 * combination of the currently available sets, in an
954 * attempt to find a disjoint union (i.e. a set of
955 * squares with a known mine count between them) such
956 * that the remaining unknown squares _not_ contained
957 * in that union either contain no mines or are all
958 * mines.
959 *
960 * Actually enumerating all 2^n possibilities will get
961 * a bit slow for large n, so I artificially cap this
962 * recursion at n=10 to avoid too much pain.
963 */
964 nsets = count234(ss->sets);
965 if (nsets <= lenof(setused)) {
966 /*
967 * Doing this with actual recursive function calls
968 * would get fiddly because a load of local
969 * variables from this function would have to be
970 * passed down through the recursion. So instead
971 * I'm going to use a virtual recursion within this
972 * function. The way this works is:
973 *
974 * - we have an array `setused', such that
975 * setused[n] is 0 or 1 depending on whether set
976 * n is currently in the union we are
977 * considering.
978 *
979 * - we have a value `cursor' which indicates how
980 * much of `setused' we have so far filled in.
981 * It's conceptually the recursion depth.
982 *
983 * We begin by setting `cursor' to zero. Then:
984 *
985 * - if cursor can advance, we advance it by one.
986 * We set the value in `setused' that it went
987 * past to 1 if that set is disjoint from
988 * anything else currently in `setused', or to 0
989 * otherwise.
990 *
991 * - If cursor cannot advance because it has
992 * reached the end of the setused list, then we
993 * have a maximal disjoint union. Check to see
994 * whether its mine count has any useful
995 * properties. If so, mark all the squares not
996 * in the union as known and terminate.
997 *
998 * - If cursor has reached the end of setused and
999 * the algorithm _hasn't_ terminated, back
1000 * cursor up to the nearest 1, turn it into a 0
1001 * and advance cursor just past it.
1002 *
1003 * - If we attempt to back up to the nearest 1 and
1004 * there isn't one at all, then we have gone
1005 * through all disjoint unions of sets in the
1006 * list and none of them has been helpful, so we
1007 * give up.
1008 */
1009 struct set *sets[lenof(setused)];
1010 for (i = 0; i < nsets; i++)
1011 sets[i] = index234(ss->sets, i);
1012
1013 cursor = 0;
1014 while (1) {
1015
1016 if (cursor < nsets) {
1017 int ok = TRUE;
1018
1019 /* See if any existing set overlaps this one. */
1020 for (i = 0; i < cursor; i++)
1021 if (setused[i] &&
1022 setmunge(sets[cursor]->x,
1023 sets[cursor]->y,
1024 sets[cursor]->mask,
1025 sets[i]->x, sets[i]->y, sets[i]->mask,
1026 FALSE)) {
1027 ok = FALSE;
1028 break;
1029 }
1030
1031 if (ok) {
1032 /*
1033 * We're adding this set to our union,
1034 * so adjust minesleft and squaresleft
1035 * appropriately.
1036 */
1037 minesleft -= sets[cursor]->mines;
1038 squaresleft -= bitcount16(sets[cursor]->mask);
1039 }
1040
1041 setused[cursor++] = ok;
1042 } else {
1043 #ifdef SOLVER_DIAGNOSTICS
1044 printf("trying a set combination with %d %d\n",
1045 squaresleft, minesleft);
1046 #endif /* SOLVER_DIAGNOSTICS */
1047
1048 /*
1049 * We've reached the end. See if we've got
1050 * anything interesting.
1051 */
1052 if (squaresleft > 0 &&
1053 (minesleft == 0 || minesleft == squaresleft)) {
1054 /*
1055 * We have! There is at least one
1056 * square not contained within the set
1057 * union we've just found, and we can
1058 * deduce that either all such squares
1059 * are mines or all are not (depending
1060 * on whether minesleft==0). So now all
1061 * we have to do is actually go through
1062 * the grid, find those squares, and
1063 * mark them.
1064 */
1065 for (i = 0; i < w*h; i++)
1066 if (grid[i] == -2) {
1067 int outside = TRUE;
1068 y = i / w;
1069 x = i % w;
1070 for (j = 0; j < nsets; j++)
1071 if (setused[j] &&
1072 setmunge(sets[j]->x, sets[j]->y,
1073 sets[j]->mask, x, y, 1,
1074 FALSE)) {
1075 outside = FALSE;
1076 break;
1077 }
1078 if (outside)
1079 known_squares(w, h, std, grid,
1080 open, ctx,
1081 x, y, 1, minesleft != 0);
1082 }
1083
1084 done_something = TRUE;
1085 break; /* return to main deductive loop */
1086 }
1087
1088 /*
1089 * If we reach here, then this union hasn't
1090 * done us any good, so move on to the
1091 * next. Backtrack cursor to the nearest 1,
1092 * change it to a 0 and continue.
1093 */
1094 while (--cursor >= 0 && !setused[cursor]);
1095 if (cursor >= 0) {
1096 assert(setused[cursor]);
1097
1098 /*
1099 * We're removing this set from our
1100 * union, so re-increment minesleft and
1101 * squaresleft.
1102 */
1103 minesleft += sets[cursor]->mines;
1104 squaresleft += bitcount16(sets[cursor]->mask);
1105
1106 setused[cursor++] = 0;
1107 } else {
1108 /*
1109 * We've backtracked all the way to the
1110 * start without finding a single 1,
1111 * which means that our virtual
1112 * recursion is complete and nothing
1113 * helped.
1114 */
1115 break;
1116 }
1117 }
1118
1119 }
1120
1121 }
1122 }
1123
1124 if (done_something)
1125 continue;
1126
1127 #ifdef SOLVER_DIAGNOSTICS
1128 /*
1129 * Dump the current known state of the grid.
1130 */
1131 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1132 for (y = 0; y < h; y++) {
1133 for (x = 0; x < w; x++) {
1134 int v = grid[y*w+x];
1135 if (v == -1)
1136 putchar('*');
1137 else if (v == -2)
1138 putchar('?');
1139 else if (v == 0)
1140 putchar('-');
1141 else
1142 putchar('0' + v);
1143 }
1144 putchar('\n');
1145 }
1146
1147 {
1148 struct set *s;
1149
1150 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1151 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1152 }
1153 #endif
1154
1155 /*
1156 * Now we really are at our wits' end as far as solving
1157 * this grid goes. Our only remaining option is to call
1158 * a perturb function and ask it to modify the grid to
1159 * make it easier.
1160 */
1161 if (perturb) {
1162 struct perturbations *ret;
1163 struct set *s;
1164
1165 nperturbs++;
1166
1167 /*
1168 * Choose a set at random from the current selection,
1169 * and ask the perturb function to either fill or empty
1170 * it.
1171 *
1172 * If we have no sets at all, we must give up.
1173 */
1174 if (count234(ss->sets) == 0) {
1175 #ifdef SOLVER_DIAGNOSTICS
1176 printf("perturbing on entire unknown set\n");
1177 #endif
1178 ret = perturb(ctx, grid, 0, 0, 0);
1179 } else {
1180 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1181 #ifdef SOLVER_DIAGNOSTICS
1182 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1183 #endif
1184 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1185 }
1186
1187 if (ret) {
1188 assert(ret->n > 0); /* otherwise should have been NULL */
1189
1190 /*
1191 * A number of squares have been fiddled with, and
1192 * the returned structure tells us which. Adjust
1193 * the mine count in any set which overlaps one of
1194 * those squares, and put them back on the to-do
1195 * list. Also, if the square itself is marked as a
1196 * known non-mine, put it back on the squares-to-do
1197 * list.
1198 */
1199 for (i = 0; i < ret->n; i++) {
1200 #ifdef SOLVER_DIAGNOSTICS
1201 printf("perturbation %s mine at %d,%d\n",
1202 ret->changes[i].delta > 0 ? "added" : "removed",
1203 ret->changes[i].x, ret->changes[i].y);
1204 #endif
1205
1206 if (ret->changes[i].delta < 0 &&
1207 grid[ret->changes[i].y*w+ret->changes[i].x] != -2) {
1208 std_add(std, ret->changes[i].y*w+ret->changes[i].x);
1209 }
1210
1211 list = ss_overlap(ss,
1212 ret->changes[i].x, ret->changes[i].y, 1);
1213
1214 for (j = 0; list[j]; j++) {
1215 list[j]->mines += ret->changes[i].delta;
1216 ss_add_todo(ss, list[j]);
1217 }
1218
1219 sfree(list);
1220 }
1221
1222 /*
1223 * Now free the returned data.
1224 */
1225 sfree(ret->changes);
1226 sfree(ret);
1227
1228 #ifdef SOLVER_DIAGNOSTICS
1229 /*
1230 * Dump the current known state of the grid.
1231 */
1232 printf("state after perturbation:\n");
1233 for (y = 0; y < h; y++) {
1234 for (x = 0; x < w; x++) {
1235 int v = grid[y*w+x];
1236 if (v == -1)
1237 putchar('*');
1238 else if (v == -2)
1239 putchar('?');
1240 else if (v == 0)
1241 putchar('-');
1242 else
1243 putchar('0' + v);
1244 }
1245 putchar('\n');
1246 }
1247
1248 {
1249 struct set *s;
1250
1251 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1252 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1253 }
1254 #endif
1255
1256 /*
1257 * And now we can go back round the deductive loop.
1258 */
1259 continue;
1260 }
1261 }
1262
1263 /*
1264 * If we get here, even that didn't work (either we didn't
1265 * have a perturb function or it returned failure), so we
1266 * give up entirely.
1267 */
1268 break;
1269 }
1270
1271 /*
1272 * See if we've got any unknown squares left.
1273 */
1274 for (y = 0; y < h; y++)
1275 for (x = 0; x < w; x++)
1276 if (grid[y*w+x] == -2) {
1277 nperturbs = -1; /* failed to complete */
1278 break;
1279 }
1280
1281 /*
1282 * Free the set list and square-todo list.
1283 */
1284 {
1285 struct set *s;
1286 while ((s = delpos234(ss->sets, 0)) != NULL)
1287 sfree(s);
1288 freetree234(ss->sets);
1289 sfree(ss);
1290 sfree(std->next);
1291 }
1292
1293 return nperturbs;
1294 }
1295
1296 /* ----------------------------------------------------------------------
1297 * Grid generator which uses the above solver.
1298 */
1299
1300 struct minectx {
1301 char *grid;
1302 int w, h;
1303 int sx, sy;
1304 int allow_big_perturbs;
1305 random_state *rs;
1306 };
1307
1308 static int mineopen(void *vctx, int x, int y)
1309 {
1310 struct minectx *ctx = (struct minectx *)vctx;
1311 int i, j, n;
1312
1313 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1314 if (ctx->grid[y * ctx->w + x])
1315 return -1; /* *bang* */
1316
1317 n = 0;
1318 for (i = -1; i <= +1; i++) {
1319 if (x + i < 0 || x + i >= ctx->w)
1320 continue;
1321 for (j = -1; j <= +1; j++) {
1322 if (y + j < 0 || y + j >= ctx->h)
1323 continue;
1324 if (i == 0 && j == 0)
1325 continue;
1326 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1327 n++;
1328 }
1329 }
1330
1331 return n;
1332 }
1333
1334 /* Structure used internally to mineperturb(). */
1335 struct square {
1336 int x, y, type, random;
1337 };
1338 static int squarecmp(const void *av, const void *bv)
1339 {
1340 const struct square *a = (const struct square *)av;
1341 const struct square *b = (const struct square *)bv;
1342 if (a->type < b->type)
1343 return -1;
1344 else if (a->type > b->type)
1345 return +1;
1346 else if (a->random < b->random)
1347 return -1;
1348 else if (a->random > b->random)
1349 return +1;
1350 else if (a->y < b->y)
1351 return -1;
1352 else if (a->y > b->y)
1353 return +1;
1354 else if (a->x < b->x)
1355 return -1;
1356 else if (a->x > b->x)
1357 return +1;
1358 return 0;
1359 }
1360
1361 /*
1362 * Normally this function is passed an (x,y,mask) set description.
1363 * On occasions, though, there is no _localised_ set being used,
1364 * and the set being perturbed is supposed to be the entirety of
1365 * the unreachable area. This is signified by the special case
1366 * mask==0: in this case, anything labelled -2 in the grid is part
1367 * of the set.
1368 *
1369 * Allowing perturbation in this special case appears to make it
1370 * guaranteeably possible to generate a workable grid for any mine
1371 * density, but they tend to be a bit boring, with mines packed
1372 * densely into far corners of the grid and the remainder being
1373 * less dense than one might like. Therefore, to improve overall
1374 * grid quality I disable this feature for the first few attempts,
1375 * and fall back to it after no useful grid has been generated.
1376 */
1377 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1378 int setx, int sety, int mask)
1379 {
1380 struct minectx *ctx = (struct minectx *)vctx;
1381 struct square *sqlist;
1382 int x, y, dx, dy, i, n, nfull, nempty;
1383 struct square **tofill, **toempty, **todo;
1384 int ntofill, ntoempty, ntodo, dtodo, dset;
1385 struct perturbations *ret;
1386 int *setlist;
1387
1388 if (!mask && !ctx->allow_big_perturbs)
1389 return NULL;
1390
1391 /*
1392 * Make a list of all the squares in the grid which we can
1393 * possibly use. This list should be in preference order, which
1394 * means
1395 *
1396 * - first, unknown squares on the boundary of known space
1397 * - next, unknown squares beyond that boundary
1398 * - as a very last resort, known squares, but not within one
1399 * square of the starting position.
1400 *
1401 * Each of these sections needs to be shuffled independently.
1402 * We do this by preparing list of all squares and then sorting
1403 * it with a random secondary key.
1404 */
1405 sqlist = snewn(ctx->w * ctx->h, struct square);
1406 n = 0;
1407 for (y = 0; y < ctx->h; y++)
1408 for (x = 0; x < ctx->w; x++) {
1409 /*
1410 * If this square is too near the starting position,
1411 * don't put it on the list at all.
1412 */
1413 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1414 continue;
1415
1416 /*
1417 * If this square is in the input set, also don't put
1418 * it on the list!
1419 */
1420 if ((mask == 0 && grid[y*ctx->w+x] == -2) ||
1421 (x >= setx && x < setx + 3 &&
1422 y >= sety && y < sety + 3 &&
1423 mask & (1 << ((y-sety)*3+(x-setx)))))
1424 continue;
1425
1426 sqlist[n].x = x;
1427 sqlist[n].y = y;
1428
1429 if (grid[y*ctx->w+x] != -2) {
1430 sqlist[n].type = 3; /* known square */
1431 } else {
1432 /*
1433 * Unknown square. Examine everything around it and
1434 * see if it borders on any known squares. If it
1435 * does, it's class 1, otherwise it's 2.
1436 */
1437
1438 sqlist[n].type = 2;
1439
1440 for (dy = -1; dy <= +1; dy++)
1441 for (dx = -1; dx <= +1; dx++)
1442 if (x+dx >= 0 && x+dx < ctx->w &&
1443 y+dy >= 0 && y+dy < ctx->h &&
1444 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1445 sqlist[n].type = 1;
1446 break;
1447 }
1448 }
1449
1450 /*
1451 * Finally, a random number to cause qsort to
1452 * shuffle within each group.
1453 */
1454 sqlist[n].random = random_bits(ctx->rs, 31);
1455
1456 n++;
1457 }
1458
1459 qsort(sqlist, n, sizeof(struct square), squarecmp);
1460
1461 /*
1462 * Now count up the number of full and empty squares in the set
1463 * we've been provided.
1464 */
1465 nfull = nempty = 0;
1466 if (mask) {
1467 for (dy = 0; dy < 3; dy++)
1468 for (dx = 0; dx < 3; dx++)
1469 if (mask & (1 << (dy*3+dx))) {
1470 assert(setx+dx <= ctx->w);
1471 assert(sety+dy <= ctx->h);
1472 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1473 nfull++;
1474 else
1475 nempty++;
1476 }
1477 } else {
1478 for (y = 0; y < ctx->h; y++)
1479 for (x = 0; x < ctx->w; x++)
1480 if (grid[y*ctx->w+x] == -2) {
1481 if (ctx->grid[y*ctx->w+x])
1482 nfull++;
1483 else
1484 nempty++;
1485 }
1486 }
1487
1488 /*
1489 * Now go through our sorted list until we find either `nfull'
1490 * empty squares, or `nempty' full squares; these will be
1491 * swapped with the appropriate squares in the set to either
1492 * fill or empty the set while keeping the same number of mines
1493 * overall.
1494 */
1495 ntofill = ntoempty = 0;
1496 if (mask) {
1497 tofill = snewn(9, struct square *);
1498 toempty = snewn(9, struct square *);
1499 } else {
1500 tofill = snewn(ctx->w * ctx->h, struct square *);
1501 toempty = snewn(ctx->w * ctx->h, struct square *);
1502 }
1503 for (i = 0; i < n; i++) {
1504 struct square *sq = &sqlist[i];
1505 if (ctx->grid[sq->y * ctx->w + sq->x])
1506 toempty[ntoempty++] = sq;
1507 else
1508 tofill[ntofill++] = sq;
1509 if (ntofill == nfull || ntoempty == nempty)
1510 break;
1511 }
1512
1513 /*
1514 * If we haven't found enough empty squares outside the set to
1515 * empty it into _or_ enough full squares outside it to fill it
1516 * up with, we'll have to settle for doing only a partial job.
1517 * In this case we choose to always _fill_ the set (because
1518 * this case will tend to crop up when we're working with very
1519 * high mine densities and the only way to get a solvable grid
1520 * is going to be to pack most of the mines solidly around the
1521 * edges). So now our job is to make a list of the empty
1522 * squares in the set, and shuffle that list so that we fill a
1523 * random selection of them.
1524 */
1525 if (ntofill != nfull && ntoempty != nempty) {
1526 int k;
1527
1528 assert(ntoempty != 0);
1529
1530 setlist = snewn(ctx->w * ctx->h, int);
1531 i = 0;
1532 if (mask) {
1533 for (dy = 0; dy < 3; dy++)
1534 for (dx = 0; dx < 3; dx++)
1535 if (mask & (1 << (dy*3+dx))) {
1536 assert(setx+dx <= ctx->w);
1537 assert(sety+dy <= ctx->h);
1538 if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1539 setlist[i++] = (sety+dy)*ctx->w+(setx+dx);
1540 }
1541 } else {
1542 for (y = 0; y < ctx->h; y++)
1543 for (x = 0; x < ctx->w; x++)
1544 if (grid[y*ctx->w+x] == -2) {
1545 if (!ctx->grid[y*ctx->w+x])
1546 setlist[i++] = y*ctx->w+x;
1547 }
1548 }
1549 assert(i > ntoempty);
1550 /*
1551 * Now pick `ntoempty' items at random from the list.
1552 */
1553 for (k = 0; k < ntoempty; k++) {
1554 int index = k + random_upto(ctx->rs, i - k);
1555 int tmp;
1556
1557 tmp = setlist[k];
1558 setlist[k] = setlist[index];
1559 setlist[index] = tmp;
1560 }
1561 } else
1562 setlist = NULL;
1563
1564 /*
1565 * Now we're pretty much there. We need to either
1566 * (a) put a mine in each of the empty squares in the set, and
1567 * take one out of each square in `toempty'
1568 * (b) take a mine out of each of the full squares in the set,
1569 * and put one in each square in `tofill'
1570 * depending on which one we've found enough squares to do.
1571 *
1572 * So we start by constructing our list of changes to return to
1573 * the solver, so that it can update its data structures
1574 * efficiently rather than having to rescan the whole grid.
1575 */
1576 ret = snew(struct perturbations);
1577 if (ntofill == nfull) {
1578 todo = tofill;
1579 ntodo = ntofill;
1580 dtodo = +1;
1581 dset = -1;
1582 sfree(toempty);
1583 } else {
1584 /*
1585 * (We also fall into this case if we've constructed a
1586 * setlist.)
1587 */
1588 todo = toempty;
1589 ntodo = ntoempty;
1590 dtodo = -1;
1591 dset = +1;
1592 sfree(tofill);
1593 }
1594 ret->n = 2 * ntodo;
1595 ret->changes = snewn(ret->n, struct perturbation);
1596 for (i = 0; i < ntodo; i++) {
1597 ret->changes[i].x = todo[i]->x;
1598 ret->changes[i].y = todo[i]->y;
1599 ret->changes[i].delta = dtodo;
1600 }
1601 /* now i == ntodo */
1602 if (setlist) {
1603 int j;
1604 assert(todo == toempty);
1605 for (j = 0; j < ntoempty; j++) {
1606 ret->changes[i].x = setlist[j] % ctx->w;
1607 ret->changes[i].y = setlist[j] / ctx->w;
1608 ret->changes[i].delta = dset;
1609 i++;
1610 }
1611 sfree(setlist);
1612 } else if (mask) {
1613 for (dy = 0; dy < 3; dy++)
1614 for (dx = 0; dx < 3; dx++)
1615 if (mask & (1 << (dy*3+dx))) {
1616 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1617 if (dset == -currval) {
1618 ret->changes[i].x = setx + dx;
1619 ret->changes[i].y = sety + dy;
1620 ret->changes[i].delta = dset;
1621 i++;
1622 }
1623 }
1624 } else {
1625 for (y = 0; y < ctx->h; y++)
1626 for (x = 0; x < ctx->w; x++)
1627 if (grid[y*ctx->w+x] == -2) {
1628 int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1);
1629 if (dset == -currval) {
1630 ret->changes[i].x = x;
1631 ret->changes[i].y = y;
1632 ret->changes[i].delta = dset;
1633 i++;
1634 }
1635 }
1636 }
1637 assert(i == ret->n);
1638
1639 sfree(sqlist);
1640 sfree(todo);
1641
1642 /*
1643 * Having set up the precise list of changes we're going to
1644 * make, we now simply make them and return.
1645 */
1646 for (i = 0; i < ret->n; i++) {
1647 int delta;
1648
1649 x = ret->changes[i].x;
1650 y = ret->changes[i].y;
1651 delta = ret->changes[i].delta;
1652
1653 /*
1654 * Check we're not trying to add an existing mine or remove
1655 * an absent one.
1656 */
1657 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1658
1659 /*
1660 * Actually make the change.
1661 */
1662 ctx->grid[y*ctx->w+x] = (delta > 0);
1663
1664 /*
1665 * Update any numbers already present in the grid.
1666 */
1667 for (dy = -1; dy <= +1; dy++)
1668 for (dx = -1; dx <= +1; dx++)
1669 if (x+dx >= 0 && x+dx < ctx->w &&
1670 y+dy >= 0 && y+dy < ctx->h &&
1671 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1672 if (dx == 0 && dy == 0) {
1673 /*
1674 * The square itself is marked as known in
1675 * the grid. Mark it as a mine if it's a
1676 * mine, or else work out its number.
1677 */
1678 if (delta > 0) {
1679 grid[y*ctx->w+x] = -1;
1680 } else {
1681 int dx2, dy2, minecount = 0;
1682 for (dy2 = -1; dy2 <= +1; dy2++)
1683 for (dx2 = -1; dx2 <= +1; dx2++)
1684 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1685 y+dy2 >= 0 && y+dy2 < ctx->h &&
1686 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1687 minecount++;
1688 grid[y*ctx->w+x] = minecount;
1689 }
1690 } else {
1691 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1692 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1693 }
1694 }
1695 }
1696
1697 #ifdef GENERATION_DIAGNOSTICS
1698 {
1699 int yy, xx;
1700 printf("grid after perturbing:\n");
1701 for (yy = 0; yy < ctx->h; yy++) {
1702 for (xx = 0; xx < ctx->w; xx++) {
1703 int v = ctx->grid[yy*ctx->w+xx];
1704 if (yy == ctx->sy && xx == ctx->sx) {
1705 assert(!v);
1706 putchar('S');
1707 } else if (v) {
1708 putchar('*');
1709 } else {
1710 putchar('-');
1711 }
1712 }
1713 putchar('\n');
1714 }
1715 printf("\n");
1716 }
1717 #endif
1718
1719 return ret;
1720 }
1721
1722 static char *minegen(int w, int h, int n, int x, int y, int unique,
1723 random_state *rs)
1724 {
1725 char *ret = snewn(w*h, char);
1726 int success;
1727 int ntries = 0;
1728
1729 do {
1730 success = FALSE;
1731 ntries++;
1732
1733 memset(ret, 0, w*h);
1734
1735 /*
1736 * Start by placing n mines, none of which is at x,y or within
1737 * one square of it.
1738 */
1739 {
1740 int *tmp = snewn(w*h, int);
1741 int i, j, k, nn;
1742
1743 /*
1744 * Write down the list of possible mine locations.
1745 */
1746 k = 0;
1747 for (i = 0; i < h; i++)
1748 for (j = 0; j < w; j++)
1749 if (abs(i - y) > 1 || abs(j - x) > 1)
1750 tmp[k++] = i*w+j;
1751
1752 /*
1753 * Now pick n off the list at random.
1754 */
1755 nn = n;
1756 while (nn-- > 0) {
1757 i = random_upto(rs, k);
1758 ret[tmp[i]] = 1;
1759 tmp[i] = tmp[--k];
1760 }
1761
1762 sfree(tmp);
1763 }
1764
1765 #ifdef GENERATION_DIAGNOSTICS
1766 {
1767 int yy, xx;
1768 printf("grid after initial generation:\n");
1769 for (yy = 0; yy < h; yy++) {
1770 for (xx = 0; xx < w; xx++) {
1771 int v = ret[yy*w+xx];
1772 if (yy == y && xx == x) {
1773 assert(!v);
1774 putchar('S');
1775 } else if (v) {
1776 putchar('*');
1777 } else {
1778 putchar('-');
1779 }
1780 }
1781 putchar('\n');
1782 }
1783 printf("\n");
1784 }
1785 #endif
1786
1787 /*
1788 * Now set up a results grid to run the solver in, and a
1789 * context for the solver to open squares. Then run the solver
1790 * repeatedly; if the number of perturb steps ever goes up or
1791 * it ever returns -1, give up completely.
1792 *
1793 * We bypass this bit if we're not after a unique grid.
1794 */
1795 if (unique) {
1796 signed char *solvegrid = snewn(w*h, signed char);
1797 struct minectx actx, *ctx = &actx;
1798 int solveret, prevret = -2;
1799
1800 ctx->grid = ret;
1801 ctx->w = w;
1802 ctx->h = h;
1803 ctx->sx = x;
1804 ctx->sy = y;
1805 ctx->rs = rs;
1806 ctx->allow_big_perturbs = (ntries > 100);
1807
1808 while (1) {
1809 memset(solvegrid, -2, w*h);
1810 solvegrid[y*w+x] = mineopen(ctx, x, y);
1811 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1812
1813 solveret =
1814 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1815 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1816 success = FALSE;
1817 break;
1818 } else if (solveret == 0) {
1819 success = TRUE;
1820 break;
1821 }
1822 }
1823
1824 sfree(solvegrid);
1825 } else {
1826 success = TRUE;
1827 }
1828
1829 } while (!success);
1830
1831 return ret;
1832 }
1833
1834 static char *describe_layout(char *grid, int area, int x, int y,
1835 int obfuscate)
1836 {
1837 char *ret, *p;
1838 unsigned char *bmp;
1839 int i;
1840
1841 /*
1842 * Set up the mine bitmap and obfuscate it.
1843 */
1844 bmp = snewn((area + 7) / 8, unsigned char);
1845 memset(bmp, 0, (area + 7) / 8);
1846 for (i = 0; i < area; i++) {
1847 if (grid[i])
1848 bmp[i / 8] |= 0x80 >> (i % 8);
1849 }
1850 if (obfuscate)
1851 obfuscate_bitmap(bmp, area, FALSE);
1852
1853 /*
1854 * Now encode the resulting bitmap in hex. We can work to
1855 * nibble rather than byte granularity, since the obfuscation
1856 * function guarantees to return a bit string of the same
1857 * length as its input.
1858 */
1859 ret = snewn((area+3)/4 + 100, char);
1860 p = ret + sprintf(ret, "%d,%d,%s", x, y,
1861 obfuscate ? "m" : "u"); /* 'm' == masked */
1862 for (i = 0; i < (area+3)/4; i++) {
1863 int v = bmp[i/2];
1864 if (i % 2 == 0)
1865 v >>= 4;
1866 *p++ = "0123456789abcdef"[v & 0xF];
1867 }
1868 *p = '\0';
1869
1870 sfree(bmp);
1871
1872 return ret;
1873 }
1874
1875 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1876 random_state *rs, char **game_desc)
1877 {
1878 char *grid;
1879
1880 #ifdef TEST_OBFUSCATION
1881 static int tested_obfuscation = FALSE;
1882 if (!tested_obfuscation) {
1883 /*
1884 * A few simple test vectors for the obfuscator.
1885 *
1886 * First test: the 28-bit stream 1234567. This divides up
1887 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1888 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1889 * we XOR the 16-bit string 15CE into the input 1234 to get
1890 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1891 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1892 * 12-bit string 337 into the input 567 to get 650. Thus
1893 * our output is 07FA650.
1894 */
1895 {
1896 unsigned char bmp1[] = "\x12\x34\x56\x70";
1897 obfuscate_bitmap(bmp1, 28, FALSE);
1898 printf("test 1 encode: %s\n",
1899 memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
1900 obfuscate_bitmap(bmp1, 28, TRUE);
1901 printf("test 1 decode: %s\n",
1902 memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
1903 }
1904 /*
1905 * Second test: a long string to make sure we switch from
1906 * one SHA to the next correctly. My input string this time
1907 * is simply fifty bytes of zeroes.
1908 */
1909 {
1910 unsigned char bmp2[50];
1911 unsigned char bmp2a[50];
1912 memset(bmp2, 0, 50);
1913 memset(bmp2a, 0, 50);
1914 obfuscate_bitmap(bmp2, 50 * 8, FALSE);
1915 /*
1916 * SHA of twenty-five zero bytes plus "0" is
1917 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1918 * twenty-five zero bytes plus "1" is
1919 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1920 * first half becomes
1921 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1922 *
1923 * SHA of that lot plus "0" is
1924 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1925 * same string plus "1" is
1926 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1927 * second half becomes
1928 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1929 */
1930 printf("test 2 encode: %s\n",
1931 memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1932 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1933 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1934 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1935 "\xd8\xdf\x78", 50) ? "failed" : "passed");
1936 obfuscate_bitmap(bmp2, 50 * 8, TRUE);
1937 printf("test 2 decode: %s\n",
1938 memcmp(bmp2, bmp2a, 50) ? "failed" : "passed");
1939 }
1940 }
1941 #endif
1942
1943 grid = minegen(w, h, n, x, y, unique, rs);
1944
1945 if (game_desc)
1946 *game_desc = describe_layout(grid, w * h, x, y, TRUE);
1947
1948 return grid;
1949 }
1950
1951 static char *new_game_desc(game_params *params, random_state *rs,
1952 char **aux, int interactive)
1953 {
1954 /*
1955 * We generate the coordinates of an initial click even if they
1956 * aren't actually used. This has the effect of harmonising the
1957 * random number usage between interactive and batch use: if
1958 * you use `mines --generate' with an explicit random seed, you
1959 * should get exactly the same results as if you type the same
1960 * random seed into the interactive game and click in the same
1961 * initial location. (Of course you won't get the same grid if
1962 * you click in a _different_ initial location, but there's
1963 * nothing to be done about that.)
1964 */
1965 int x = random_upto(rs, params->w);
1966 int y = random_upto(rs, params->h);
1967
1968 if (!interactive) {
1969 /*
1970 * For batch-generated grids, pre-open one square.
1971 */
1972 char *grid;
1973 char *desc;
1974
1975 grid = new_mine_layout(params->w, params->h, params->n,
1976 x, y, params->unique, rs, &desc);
1977 sfree(grid);
1978 return desc;
1979 } else {
1980 char *rsdesc, *desc;
1981
1982 rsdesc = random_state_encode(rs);
1983 desc = snewn(strlen(rsdesc) + 100, char);
1984 sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc);
1985 sfree(rsdesc);
1986 return desc;
1987 }
1988 }
1989
1990 static char *validate_desc(game_params *params, char *desc)
1991 {
1992 int wh = params->w * params->h;
1993 int x, y;
1994
1995 if (*desc == 'r') {
1996 desc++;
1997 if (!*desc || !isdigit((unsigned char)*desc))
1998 return "No initial mine count in game description";
1999 while (*desc && isdigit((unsigned char)*desc))
2000 desc++; /* skip over mine count */
2001 if (*desc != ',')
2002 return "No ',' after initial x-coordinate in game description";
2003 desc++;
2004 if (*desc != 'u' && *desc != 'a')
2005 return "No uniqueness specifier in game description";
2006 desc++;
2007 if (*desc != ',')
2008 return "No ',' after uniqueness specifier in game description";
2009 /* now ignore the rest */
2010 } else {
2011 if (*desc && isdigit((unsigned char)*desc)) {
2012 x = atoi(desc);
2013 if (x < 0 || x >= params->w)
2014 return "Initial x-coordinate was out of range";
2015 while (*desc && isdigit((unsigned char)*desc))
2016 desc++; /* skip over x coordinate */
2017 if (*desc != ',')
2018 return "No ',' after initial x-coordinate in game description";
2019 desc++; /* eat comma */
2020 if (!*desc || !isdigit((unsigned char)*desc))
2021 return "No initial y-coordinate in game description";
2022 y = atoi(desc);
2023 if (y < 0 || y >= params->h)
2024 return "Initial y-coordinate was out of range";
2025 while (*desc && isdigit((unsigned char)*desc))
2026 desc++; /* skip over y coordinate */
2027 if (*desc != ',')
2028 return "No ',' after initial y-coordinate in game description";
2029 desc++; /* eat comma */
2030 }
2031 /* eat `m' for `masked' or `u' for `unmasked', if present */
2032 if (*desc == 'm' || *desc == 'u')
2033 desc++;
2034 /* now just check length of remainder */
2035 if (strlen(desc) != (wh+3)/4)
2036 return "Game description is wrong length";
2037 }
2038
2039 return NULL;
2040 }
2041
2042 static int open_square(game_state *state, int x, int y)
2043 {
2044 int w = state->w, h = state->h;
2045 int xx, yy, nmines, ncovered;
2046
2047 if (!state->layout->mines) {
2048 /*
2049 * We have a preliminary game in which the mine layout
2050 * hasn't been generated yet. Generate it based on the
2051 * initial click location.
2052 */
2053 char *desc, *privdesc;
2054 state->layout->mines = new_mine_layout(w, h, state->layout->n,
2055 x, y, state->layout->unique,
2056 state->layout->rs,
2057 &desc);
2058 /*
2059 * Find the trailing substring of the game description
2060 * corresponding to just the mine layout; we will use this
2061 * as our second `private' game ID for serialisation.
2062 */
2063 privdesc = desc;
2064 while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
2065 if (*privdesc == ',') privdesc++;
2066 while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
2067 if (*privdesc == ',') privdesc++;
2068 assert(*privdesc == 'm');
2069 midend_supersede_game_desc(state->layout->me, desc, privdesc);
2070 sfree(desc);
2071 random_free(state->layout->rs);
2072 state->layout->rs = NULL;
2073 }
2074
2075 if (state->layout->mines[y*w+x]) {
2076 /*
2077 * The player has landed on a mine. Bad luck. Expose the
2078 * mine that killed them, but not the rest (in case they
2079 * want to Undo and carry on playing).
2080 */
2081 state->dead = TRUE;
2082 state->grid[y*w+x] = 65;
2083 return -1;
2084 }
2085
2086 /*
2087 * Otherwise, the player has opened a safe square. Mark it to-do.
2088 */
2089 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
2090
2091 /*
2092 * Now go through the grid finding all `todo' values and
2093 * opening them. Every time one of them turns out to have no
2094 * neighbouring mines, we add all its unopened neighbours to
2095 * the list as well.
2096 *
2097 * FIXME: We really ought to be able to do this better than
2098 * using repeated N^2 scans of the grid.
2099 */
2100 while (1) {
2101 int done_something = FALSE;
2102
2103 for (yy = 0; yy < h; yy++)
2104 for (xx = 0; xx < w; xx++)
2105 if (state->grid[yy*w+xx] == -10) {
2106 int dx, dy, v;
2107
2108 assert(!state->layout->mines[yy*w+xx]);
2109
2110 v = 0;
2111
2112 for (dx = -1; dx <= +1; dx++)
2113 for (dy = -1; dy <= +1; dy++)
2114 if (xx+dx >= 0 && xx+dx < state->w &&
2115 yy+dy >= 0 && yy+dy < state->h &&
2116 state->layout->mines[(yy+dy)*w+(xx+dx)])
2117 v++;
2118
2119 state->grid[yy*w+xx] = v;
2120
2121 if (v == 0) {
2122 for (dx = -1; dx <= +1; dx++)
2123 for (dy = -1; dy <= +1; dy++)
2124 if (xx+dx >= 0 && xx+dx < state->w &&
2125 yy+dy >= 0 && yy+dy < state->h &&
2126 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2127 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2128 }
2129
2130 done_something = TRUE;
2131 }
2132
2133 if (!done_something)
2134 break;
2135 }
2136
2137 /*
2138 * Finally, scan the grid and see if exactly as many squares
2139 * are still covered as there are mines. If so, set the `won'
2140 * flag and fill in mine markers on all covered squares.
2141 */
2142 nmines = ncovered = 0;
2143 for (yy = 0; yy < h; yy++)
2144 for (xx = 0; xx < w; xx++) {
2145 if (state->grid[yy*w+xx] < 0)
2146 ncovered++;
2147 if (state->layout->mines[yy*w+xx])
2148 nmines++;
2149 }
2150 assert(ncovered >= nmines);
2151 if (ncovered == nmines) {
2152 for (yy = 0; yy < h; yy++)
2153 for (xx = 0; xx < w; xx++) {
2154 if (state->grid[yy*w+xx] < 0)
2155 state->grid[yy*w+xx] = -1;
2156 }
2157 state->won = TRUE;
2158 }
2159
2160 return 0;
2161 }
2162
2163 static game_state *new_game(midend *me, game_params *params, char *desc)
2164 {
2165 game_state *state = snew(game_state);
2166 int i, wh, x, y, ret, masked;
2167 unsigned char *bmp;
2168
2169 state->w = params->w;
2170 state->h = params->h;
2171 state->n = params->n;
2172 state->dead = state->won = FALSE;
2173 state->used_solve = FALSE;
2174
2175 wh = state->w * state->h;
2176
2177 state->layout = snew(struct mine_layout);
2178 memset(state->layout, 0, sizeof(struct mine_layout));
2179 state->layout->refcount = 1;
2180
2181 state->grid = snewn(wh, signed char);
2182 memset(state->grid, -2, wh);
2183
2184 if (*desc == 'r') {
2185 desc++;
2186 state->layout->n = atoi(desc);
2187 while (*desc && isdigit((unsigned char)*desc))
2188 desc++; /* skip over mine count */
2189 if (*desc) desc++; /* eat comma */
2190 if (*desc == 'a')
2191 state->layout->unique = FALSE;
2192 else
2193 state->layout->unique = TRUE;
2194 desc++;
2195 if (*desc) desc++; /* eat comma */
2196
2197 state->layout->mines = NULL;
2198 state->layout->rs = random_state_decode(desc);
2199 state->layout->me = me;
2200
2201 } else {
2202 state->layout->rs = NULL;
2203 state->layout->me = NULL;
2204 state->layout->mines = snewn(wh, char);
2205
2206 if (*desc && isdigit((unsigned char)*desc)) {
2207 x = atoi(desc);
2208 while (*desc && isdigit((unsigned char)*desc))
2209 desc++; /* skip over x coordinate */
2210 if (*desc) desc++; /* eat comma */
2211 y = atoi(desc);
2212 while (*desc && isdigit((unsigned char)*desc))
2213 desc++; /* skip over y coordinate */
2214 if (*desc) desc++; /* eat comma */
2215 } else {
2216 x = y = -1;
2217 }
2218
2219 if (*desc == 'm') {
2220 masked = TRUE;
2221 desc++;
2222 } else {
2223 if (*desc == 'u')
2224 desc++;
2225 /*
2226 * We permit game IDs to be entered by hand without the
2227 * masking transformation.
2228 */
2229 masked = FALSE;
2230 }
2231
2232 bmp = snewn((wh + 7) / 8, unsigned char);
2233 memset(bmp, 0, (wh + 7) / 8);
2234 for (i = 0; i < (wh+3)/4; i++) {
2235 int c = desc[i];
2236 int v;
2237
2238 assert(c != 0); /* validate_desc should have caught */
2239 if (c >= '0' && c <= '9')
2240 v = c - '0';
2241 else if (c >= 'a' && c <= 'f')
2242 v = c - 'a' + 10;
2243 else if (c >= 'A' && c <= 'F')
2244 v = c - 'A' + 10;
2245 else
2246 v = 0;
2247
2248 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2249 }
2250
2251 if (masked)
2252 obfuscate_bitmap(bmp, wh, TRUE);
2253
2254 memset(state->layout->mines, 0, wh);
2255 for (i = 0; i < wh; i++) {
2256 if (bmp[i / 8] & (0x80 >> (i % 8)))
2257 state->layout->mines[i] = 1;
2258 }
2259
2260 if (x >= 0 && y >= 0)
2261 ret = open_square(state, x, y);
2262 sfree(bmp);
2263 }
2264
2265 return state;
2266 }
2267
2268 static game_state *dup_game(game_state *state)
2269 {
2270 game_state *ret = snew(game_state);
2271
2272 ret->w = state->w;
2273 ret->h = state->h;
2274 ret->n = state->n;
2275 ret->dead = state->dead;
2276 ret->won = state->won;
2277 ret->used_solve = state->used_solve;
2278 ret->layout = state->layout;
2279 ret->layout->refcount++;
2280 ret->grid = snewn(ret->w * ret->h, signed char);
2281 memcpy(ret->grid, state->grid, ret->w * ret->h);
2282
2283 return ret;
2284 }
2285
2286 static void free_game(game_state *state)
2287 {
2288 if (--state->layout->refcount <= 0) {
2289 sfree(state->layout->mines);
2290 if (state->layout->rs)
2291 random_free(state->layout->rs);
2292 sfree(state->layout);
2293 }
2294 sfree(state->grid);
2295 sfree(state);
2296 }
2297
2298 static char *solve_game(game_state *state, game_state *currstate,
2299 char *aux, char **error)
2300 {
2301 if (!state->layout->mines) {
2302 *error = "Game has not been started yet";
2303 return NULL;
2304 }
2305
2306 return dupstr("S");
2307 }
2308
2309 static char *game_text_format(game_state *state)
2310 {
2311 char *ret;
2312 int x, y;
2313
2314 ret = snewn((state->w + 1) * state->h + 1, char);
2315 for (y = 0; y < state->h; y++) {
2316 for (x = 0; x < state->w; x++) {
2317 int v = state->grid[y*state->w+x];
2318 if (v == 0)
2319 v = '-';
2320 else if (v >= 1 && v <= 8)
2321 v = '0' + v;
2322 else if (v == -1)
2323 v = '*';
2324 else if (v == -2 || v == -3)
2325 v = '?';
2326 else if (v >= 64)
2327 v = '!';
2328 ret[y * (state->w+1) + x] = v;
2329 }
2330 ret[y * (state->w+1) + state->w] = '\n';
2331 }
2332 ret[(state->w + 1) * state->h] = '\0';
2333
2334 return ret;
2335 }
2336
2337 struct game_ui {
2338 int hx, hy, hradius; /* for mouse-down highlights */
2339 int validradius;
2340 int flash_is_death;
2341 int deaths, completed;
2342 };
2343
2344 static game_ui *new_ui(game_state *state)
2345 {
2346 game_ui *ui = snew(game_ui);
2347 ui->hx = ui->hy = -1;
2348 ui->hradius = ui->validradius = 0;
2349 ui->deaths = 0;
2350 ui->completed = FALSE;
2351 ui->flash_is_death = FALSE; /* *shrug* */
2352 return ui;
2353 }
2354
2355 static void free_ui(game_ui *ui)
2356 {
2357 sfree(ui);
2358 }
2359
2360 static char *encode_ui(game_ui *ui)
2361 {
2362 char buf[80];
2363 /*
2364 * The deaths counter and completion status need preserving
2365 * across a serialisation.
2366 */
2367 sprintf(buf, "D%d", ui->deaths);
2368 if (ui->completed)
2369 strcat(buf, "C");
2370 return dupstr(buf);
2371 }
2372
2373 static void decode_ui(game_ui *ui, char *encoding)
2374 {
2375 int p= 0;
2376 sscanf(encoding, "D%d%n", &ui->deaths, &p);
2377 if (encoding[p] == 'C')
2378 ui->completed = TRUE;
2379 }
2380
2381 static void game_changed_state(game_ui *ui, game_state *oldstate,
2382 game_state *newstate)
2383 {
2384 if (newstate->won)
2385 ui->completed = TRUE;
2386 }
2387
2388 struct game_drawstate {
2389 int w, h, started, tilesize, bg;
2390 signed char *grid;
2391 /*
2392 * Items in this `grid' array have all the same values as in
2393 * the game_state grid, and in addition:
2394 *
2395 * - -10 means the tile was drawn `specially' as a result of a
2396 * flash, so it will always need redrawing.
2397 *
2398 * - -22 and -23 mean the tile is highlighted for a possible
2399 * click.
2400 */
2401 };
2402
2403 static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
2404 int x, int y, int button)
2405 {
2406 int cx, cy;
2407 char buf[256];
2408
2409 if (from->dead || from->won)
2410 return NULL; /* no further moves permitted */
2411
2412 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2413 !IS_MOUSE_RELEASE(button))
2414 return NULL;
2415
2416 cx = FROMCOORD(x);
2417 cy = FROMCOORD(y);
2418
2419 if (button == LEFT_BUTTON || button == LEFT_DRAG ||
2420 button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
2421 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2422 return NULL;
2423
2424 /*
2425 * Mouse-downs and mouse-drags just cause highlighting
2426 * updates.
2427 */
2428 ui->hx = cx;
2429 ui->hy = cy;
2430 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2431 if (button == LEFT_BUTTON)
2432 ui->validradius = ui->hradius;
2433 else if (button == MIDDLE_BUTTON)
2434 ui->validradius = 1;
2435 return "";
2436 }
2437
2438 if (button == RIGHT_BUTTON) {
2439 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2440 return NULL;
2441
2442 /*
2443 * Right-clicking only works on a covered square, and it
2444 * toggles between -1 (marked as mine) and -2 (not marked
2445 * as mine).
2446 *
2447 * FIXME: question marks.
2448 */
2449 if (from->grid[cy * from->w + cx] != -2 &&
2450 from->grid[cy * from->w + cx] != -1)
2451 return NULL;
2452
2453 sprintf(buf, "F%d,%d", cx, cy);
2454 return dupstr(buf);
2455 }
2456
2457 if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
2458 ui->hx = ui->hy = -1;
2459 ui->hradius = 0;
2460
2461 /*
2462 * At this stage we must never return NULL: we have adjusted
2463 * the ui, so at worst we return "".
2464 */
2465 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2466 return "";
2467
2468 /*
2469 * Left-clicking on a covered square opens a tile. Not
2470 * permitted if the tile is marked as a mine, for safety.
2471 * (Unmark it and _then_ open it.)
2472 */
2473 if (button == LEFT_RELEASE &&
2474 (from->grid[cy * from->w + cx] == -2 ||
2475 from->grid[cy * from->w + cx] == -3) &&
2476 ui->validradius == 0) {
2477 /* Check if you've killed yourself. */
2478 if (from->layout->mines && from->layout->mines[cy * from->w + cx])
2479 ui->deaths++;
2480
2481 sprintf(buf, "O%d,%d", cx, cy);
2482 return dupstr(buf);
2483 }
2484
2485 /*
2486 * Left-clicking or middle-clicking on an uncovered tile:
2487 * first we check to see if the number of mine markers
2488 * surrounding the tile is equal to its mine count, and if
2489 * so then we open all other surrounding squares.
2490 */
2491 if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) {
2492 int dy, dx, n;
2493
2494 /* Count mine markers. */
2495 n = 0;
2496 for (dy = -1; dy <= +1; dy++)
2497 for (dx = -1; dx <= +1; dx++)
2498 if (cx+dx >= 0 && cx+dx < from->w &&
2499 cy+dy >= 0 && cy+dy < from->h) {
2500 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2501 n++;
2502 }
2503
2504 if (n == from->grid[cy * from->w + cx]) {
2505
2506 /*
2507 * Now see if any of the squares we're clearing
2508 * contains a mine (which will happen iff you've
2509 * incorrectly marked the mines around the clicked
2510 * square). If so, we open _just_ those squares, to
2511 * reveal as little additional information as we
2512 * can.
2513 */
2514 char *p = buf;
2515 char *sep = "";
2516
2517 for (dy = -1; dy <= +1; dy++)
2518 for (dx = -1; dx <= +1; dx++)
2519 if (cx+dx >= 0 && cx+dx < from->w &&
2520 cy+dy >= 0 && cy+dy < from->h) {
2521 if (from->grid[(cy+dy)*from->w+(cx+dx)] != -1 &&
2522 from->layout->mines &&
2523 from->layout->mines[(cy+dy)*from->w+(cx+dx)]) {
2524 p += sprintf(p, "%sO%d,%d", sep, cx+dx, cy+dy);
2525 sep = ";";
2526 }
2527 }
2528
2529 if (p > buf) {
2530 ui->deaths++;
2531 } else {
2532 sprintf(buf, "C%d,%d", cx, cy);
2533 }
2534
2535 return dupstr(buf);
2536 }
2537 }
2538
2539 return "";
2540 }
2541
2542 return NULL;
2543 }
2544
2545 static game_state *execute_move(game_state *from, char *move)
2546 {
2547 int cy, cx;
2548 game_state *ret;
2549
2550 if (!strcmp(move, "S")) {
2551 /*
2552 * Simply expose the entire grid as if it were a completed
2553 * solution.
2554 */
2555 int yy, xx;
2556
2557 ret = dup_game(from);
2558 for (yy = 0; yy < ret->h; yy++)
2559 for (xx = 0; xx < ret->w; xx++) {
2560
2561 if (ret->layout->mines[yy*ret->w+xx]) {
2562 ret->grid[yy*ret->w+xx] = -1;
2563 } else {
2564 int dx, dy, v;
2565
2566 v = 0;
2567
2568 for (dx = -1; dx <= +1; dx++)
2569 for (dy = -1; dy <= +1; dy++)
2570 if (xx+dx >= 0 && xx+dx < ret->w &&
2571 yy+dy >= 0 && yy+dy < ret->h &&
2572 ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
2573 v++;
2574
2575 ret->grid[yy*ret->w+xx] = v;
2576 }
2577 }
2578 ret->used_solve = TRUE;
2579 ret->won = TRUE;
2580
2581 return ret;
2582 } else {
2583 ret = dup_game(from);
2584
2585 while (*move) {
2586 if (move[0] == 'F' &&
2587 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2588 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2589 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2590 } else if (move[0] == 'O' &&
2591 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2592 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2593 open_square(ret, cx, cy);
2594 } else if (move[0] == 'C' &&
2595 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2596 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2597 int dx, dy;
2598
2599 for (dy = -1; dy <= +1; dy++)
2600 for (dx = -1; dx <= +1; dx++)
2601 if (cx+dx >= 0 && cx+dx < ret->w &&
2602 cy+dy >= 0 && cy+dy < ret->h &&
2603 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2604 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2605 open_square(ret, cx+dx, cy+dy);
2606 } else {
2607 free_game(ret);
2608 return NULL;
2609 }
2610
2611 while (*move && *move != ';') move++;
2612 if (*move) move++;
2613 }
2614
2615 return ret;
2616 }
2617 }
2618
2619 /* ----------------------------------------------------------------------
2620 * Drawing routines.
2621 */
2622
2623 static void game_compute_size(game_params *params, int tilesize,
2624 int *x, int *y)
2625 {
2626 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2627 struct { int tilesize; } ads, *ds = &ads;
2628 ads.tilesize = tilesize;
2629
2630 *x = BORDER * 2 + TILE_SIZE * params->w;
2631 *y = BORDER * 2 + TILE_SIZE * params->h;
2632 }
2633
2634 static void game_set_size(drawing *dr, game_drawstate *ds,
2635 game_params *params, int tilesize)
2636 {
2637 ds->tilesize = tilesize;
2638 }
2639
2640 static float *game_colours(frontend *fe, int *ncolours)
2641 {
2642 float *ret = snewn(3 * NCOLOURS, float);
2643
2644 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2645
2646 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2647 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2648 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2649
2650 ret[COL_1 * 3 + 0] = 0.0F;
2651 ret[COL_1 * 3 + 1] = 0.0F;
2652 ret[COL_1 * 3 + 2] = 1.0F;
2653
2654 ret[COL_2 * 3 + 0] = 0.0F;
2655 ret[COL_2 * 3 + 1] = 0.5F;
2656 ret[COL_2 * 3 + 2] = 0.0F;
2657
2658 ret[COL_3 * 3 + 0] = 1.0F;
2659 ret[COL_3 * 3 + 1] = 0.0F;
2660 ret[COL_3 * 3 + 2] = 0.0F;
2661
2662 ret[COL_4 * 3 + 0] = 0.0F;
2663 ret[COL_4 * 3 + 1] = 0.0F;
2664 ret[COL_4 * 3 + 2] = 0.5F;
2665
2666 ret[COL_5 * 3 + 0] = 0.5F;
2667 ret[COL_5 * 3 + 1] = 0.0F;
2668 ret[COL_5 * 3 + 2] = 0.0F;
2669
2670 ret[COL_6 * 3 + 0] = 0.0F;
2671 ret[COL_6 * 3 + 1] = 0.5F;
2672 ret[COL_6 * 3 + 2] = 0.5F;
2673
2674 ret[COL_7 * 3 + 0] = 0.0F;
2675 ret[COL_7 * 3 + 1] = 0.0F;
2676 ret[COL_7 * 3 + 2] = 0.0F;
2677
2678 ret[COL_8 * 3 + 0] = 0.5F;
2679 ret[COL_8 * 3 + 1] = 0.5F;
2680 ret[COL_8 * 3 + 2] = 0.5F;
2681
2682 ret[COL_MINE * 3 + 0] = 0.0F;
2683 ret[COL_MINE * 3 + 1] = 0.0F;
2684 ret[COL_MINE * 3 + 2] = 0.0F;
2685
2686 ret[COL_BANG * 3 + 0] = 1.0F;
2687 ret[COL_BANG * 3 + 1] = 0.0F;
2688 ret[COL_BANG * 3 + 2] = 0.0F;
2689
2690 ret[COL_CROSS * 3 + 0] = 1.0F;
2691 ret[COL_CROSS * 3 + 1] = 0.0F;
2692 ret[COL_CROSS * 3 + 2] = 0.0F;
2693
2694 ret[COL_FLAG * 3 + 0] = 1.0F;
2695 ret[COL_FLAG * 3 + 1] = 0.0F;
2696 ret[COL_FLAG * 3 + 2] = 0.0F;
2697
2698 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2699 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2700 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2701
2702 ret[COL_QUERY * 3 + 0] = 0.0F;
2703 ret[COL_QUERY * 3 + 1] = 0.0F;
2704 ret[COL_QUERY * 3 + 2] = 0.0F;
2705
2706 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2707 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2708 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2709
2710 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2711 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2712 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2713
2714 ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
2715 ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
2716 ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
2717
2718 *ncolours = NCOLOURS;
2719 return ret;
2720 }
2721
2722 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2723 {
2724 struct game_drawstate *ds = snew(struct game_drawstate);
2725
2726 ds->w = state->w;
2727 ds->h = state->h;
2728 ds->started = FALSE;
2729 ds->tilesize = 0; /* not decided yet */
2730 ds->grid = snewn(ds->w * ds->h, signed char);
2731 ds->bg = -1;
2732
2733 memset(ds->grid, -99, ds->w * ds->h);
2734
2735 return ds;
2736 }
2737
2738 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2739 {
2740 sfree(ds->grid);
2741 sfree(ds);
2742 }
2743
2744 static void draw_tile(drawing *dr, game_drawstate *ds,
2745 int x, int y, int v, int bg)
2746 {
2747 if (v < 0) {
2748 int coords[12];
2749 int hl = 0;
2750
2751 if (v == -22 || v == -23) {
2752 v += 20;
2753
2754 /*
2755 * Omit the highlights in this case.
2756 */
2757 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
2758 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2759 draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2760 draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2761 } else {
2762 /*
2763 * Draw highlights to indicate the square is covered.
2764 */
2765 coords[0] = x + TILE_SIZE - 1;
2766 coords[1] = y + TILE_SIZE - 1;
2767 coords[2] = x + TILE_SIZE - 1;
2768 coords[3] = y;
2769 coords[4] = x;
2770 coords[5] = y + TILE_SIZE - 1;
2771 draw_polygon(dr, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl);
2772
2773 coords[0] = x;
2774 coords[1] = y;
2775 draw_polygon(dr, coords, 3, COL_HIGHLIGHT ^ hl,
2776 COL_HIGHLIGHT ^ hl);
2777
2778 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2779 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2780 bg);
2781 }
2782
2783 if (v == -1) {
2784 /*
2785 * Draw a flag.
2786 */
2787 #define SETCOORD(n, dx, dy) do { \
2788 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2789 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2790 } while (0)
2791 SETCOORD(0, 0.6, 0.35);
2792 SETCOORD(1, 0.6, 0.7);
2793 SETCOORD(2, 0.8, 0.8);
2794 SETCOORD(3, 0.25, 0.8);
2795 SETCOORD(4, 0.55, 0.7);
2796 SETCOORD(5, 0.55, 0.35);
2797 draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
2798
2799 SETCOORD(0, 0.6, 0.2);
2800 SETCOORD(1, 0.6, 0.5);
2801 SETCOORD(2, 0.2, 0.35);
2802 draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
2803 #undef SETCOORD
2804
2805 } else if (v == -3) {
2806 /*
2807 * Draw a question mark.
2808 */
2809 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2810 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2811 ALIGN_VCENTRE | ALIGN_HCENTRE,
2812 COL_QUERY, "?");
2813 }
2814 } else {
2815 /*
2816 * Clear the square to the background colour, and draw thin
2817 * grid lines along the top and left.
2818 *
2819 * Exception is that for value 65 (mine we've just trodden
2820 * on), we clear the square to COL_BANG.
2821 */
2822 if (v & 32) {
2823 bg = COL_WRONGNUMBER;
2824 v &= ~32;
2825 }
2826 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
2827 (v == 65 ? COL_BANG :
2828 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2829 draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2830 draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2831
2832 if (v > 0 && v <= 8) {
2833 /*
2834 * Mark a number.
2835 */
2836 char str[2];
2837 str[0] = v + '0';
2838 str[1] = '\0';
2839 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2840 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2841 ALIGN_VCENTRE | ALIGN_HCENTRE,
2842 (COL_1 - 1) + v, str);
2843
2844 } else if (v >= 64) {
2845 /*
2846 * Mark a mine.
2847 *
2848 * FIXME: this could be done better!
2849 */
2850 #if 0
2851 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2852 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2853 ALIGN_VCENTRE | ALIGN_HCENTRE,
2854 COL_MINE, "*");
2855 #else
2856 {
2857 int cx = x + TILE_SIZE / 2;
2858 int cy = y + TILE_SIZE / 2;
2859 int r = TILE_SIZE / 2 - 3;
2860 int coords[4*5*2];
2861 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2862 int tdx, tdy, i;
2863
2864 for (i = 0; i < 4*5*2; i += 5*2) {
2865 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2866 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2867 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2868 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2869 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2870 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2871 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2872 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2873 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2874 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2875
2876 tdx = ydx;
2877 tdy = ydy;
2878 ydx = xdx;
2879 ydy = xdy;
2880 xdx = -tdx;
2881 xdy = -tdy;
2882 }
2883
2884 draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE);
2885
2886 draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2887 }
2888 #endif
2889
2890 if (v == 66) {
2891 /*
2892 * Cross through the mine.
2893 */
2894 int dx;
2895 for (dx = -1; dx <= +1; dx++) {
2896 draw_line(dr, x + 3 + dx, y + 2,
2897 x + TILE_SIZE - 3 + dx,
2898 y + TILE_SIZE - 2, COL_CROSS);
2899 draw_line(dr, x + TILE_SIZE - 3 + dx, y + 2,
2900 x + 3 + dx, y + TILE_SIZE - 2,
2901 COL_CROSS);
2902 }
2903 }
2904 }
2905 }
2906
2907 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
2908 }
2909
2910 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2911 game_state *state, int dir, game_ui *ui,
2912 float animtime, float flashtime)
2913 {
2914 int x, y;
2915 int mines, markers, bg;
2916
2917 if (flashtime) {
2918 int frame = (flashtime / FLASH_FRAME);
2919 if (frame % 2)
2920 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2921 else
2922 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2923 } else
2924 bg = COL_BACKGROUND;
2925
2926 if (!ds->started) {
2927 int coords[10];
2928
2929 draw_rect(dr, 0, 0,
2930 TILE_SIZE * state->w + 2 * BORDER,
2931 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2932 draw_update(dr, 0, 0,
2933 TILE_SIZE * state->w + 2 * BORDER,
2934 TILE_SIZE * state->h + 2 * BORDER);
2935
2936 /*
2937 * Recessed area containing the whole puzzle.
2938 */
2939 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2940 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2941 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2942 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2943 coords[4] = coords[2] - TILE_SIZE;
2944 coords[5] = coords[3] + TILE_SIZE;
2945 coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2946 coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2947 coords[6] = coords[8] + TILE_SIZE;
2948 coords[7] = coords[9] - TILE_SIZE;
2949 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
2950
2951 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2952 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2953 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
2954
2955 ds->started = TRUE;
2956 }
2957
2958 /*
2959 * Now draw the tiles. Also in this loop, count up the number
2960 * of mines and mine markers.
2961 */
2962 mines = markers = 0;
2963 for (y = 0; y < ds->h; y++)
2964 for (x = 0; x < ds->w; x++) {
2965 int v = state->grid[y*ds->w+x];
2966
2967 if (v == -1)
2968 markers++;
2969 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2970 mines++;
2971
2972 if (v >= 0 && v <= 8) {
2973 /*
2974 * Count up the flags around this tile, and if
2975 * there are too _many_, highlight the tile.
2976 */
2977 int dx, dy, flags = 0;
2978
2979 for (dy = -1; dy <= +1; dy++)
2980 for (dx = -1; dx <= +1; dx++) {
2981 int nx = x+dx, ny = y+dy;
2982 if (nx >= 0 && nx < ds->w &&
2983 ny >= 0 && ny < ds->h &&
2984 state->grid[ny*ds->w+nx] == -1)
2985 flags++;
2986 }
2987
2988 if (flags > v)
2989 v |= 32;
2990 }
2991
2992 if ((v == -2 || v == -3) &&
2993 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2994 v -= 20;
2995
2996 if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
2997 draw_tile(dr, ds, COORD(x), COORD(y), v, bg);
2998 ds->grid[y*ds->w+x] = v;
2999 }
3000 }
3001 ds->bg = bg;
3002
3003 if (!state->layout->mines)
3004 mines = state->layout->n;
3005
3006 /*
3007 * Update the status bar.
3008 */
3009 {
3010 char statusbar[512];
3011 if (state->dead) {
3012 sprintf(statusbar, "DEAD!");
3013 } else if (state->won) {
3014 if (state->used_solve)
3015 sprintf(statusbar, "Auto-solved.");
3016 else
3017 sprintf(statusbar, "COMPLETED!");
3018 } else {
3019 sprintf(statusbar, "Marked: %d / %d", markers, mines);
3020 }
3021 if (ui->deaths)
3022 sprintf(statusbar + strlen(statusbar),
3023 " Deaths: %d", ui->deaths);
3024 status_bar(dr, statusbar);
3025 }
3026 }
3027
3028 static float game_anim_length(game_state *oldstate, game_state *newstate,
3029 int dir, game_ui *ui)
3030 {
3031 return 0.0F;
3032 }
3033
3034 static float game_flash_length(game_state *oldstate, game_state *newstate,
3035 int dir, game_ui *ui)
3036 {
3037 if (oldstate->used_solve || newstate->used_solve)
3038 return 0.0F;
3039
3040 if (dir > 0 && !oldstate->dead && !oldstate->won) {
3041 if (newstate->dead) {
3042 ui->flash_is_death = TRUE;
3043 return 3 * FLASH_FRAME;
3044 }
3045 if (newstate->won) {
3046 ui->flash_is_death = FALSE;
3047 return 2 * FLASH_FRAME;
3048 }
3049 }
3050 return 0.0F;
3051 }
3052
3053 static int game_timing_state(game_state *state, game_ui *ui)
3054 {
3055 if (state->dead || state->won || ui->completed || !state->layout->mines)
3056 return FALSE;
3057 return TRUE;
3058 }
3059
3060 static void game_print_size(game_params *params, float *x, float *y)
3061 {
3062 }
3063
3064 static void game_print(drawing *dr, game_state *state, int tilesize)
3065 {
3066 }
3067
3068 #ifdef COMBINED
3069 #define thegame mines
3070 #endif
3071
3072 const struct game thegame = {
3073 "Mines", "games.mines", "mines",
3074 default_params,
3075 game_fetch_preset,
3076 decode_params,
3077 encode_params,
3078 free_params,
3079 dup_params,
3080 TRUE, game_configure, custom_params,
3081 validate_params,
3082 new_game_desc,
3083 validate_desc,
3084 new_game,
3085 dup_game,
3086 free_game,
3087 TRUE, solve_game,
3088 TRUE, game_text_format,
3089 new_ui,
3090 free_ui,
3091 encode_ui,
3092 decode_ui,
3093 game_changed_state,
3094 interpret_move,
3095 execute_move,
3096 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3097 game_colours,
3098 game_new_drawstate,
3099 game_free_drawstate,
3100 game_redraw,
3101 game_anim_length,
3102 game_flash_length,
3103 FALSE, FALSE, game_print_size, game_print,
3104 TRUE, /* wants_statusbar */
3105 TRUE, game_timing_state,
3106 BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
3107 };
3108
3109 #ifdef STANDALONE_OBFUSCATOR
3110
3111 /*
3112 * Vaguely useful stand-alone program which translates between
3113 * obfuscated and clear Mines game descriptions. Pass in a game
3114 * description on the command line, and if it's clear it will be
3115 * obfuscated and vice versa. The output text should also be a
3116 * valid game ID describing the same game. Like this:
3117 *
3118 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3119 * 9x9:4,4,004000007c00010022080
3120 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3121 * 9x9:4,4,mb071b49fbd1cb6a0d5868
3122 */
3123
3124 int main(int argc, char **argv)
3125 {
3126 game_params *p;
3127 game_state *s;
3128 char *id = NULL, *desc, *err;
3129 int y, x;
3130
3131 while (--argc > 0) {
3132 char *p = *++argv;
3133 if (*p == '-') {
3134 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
3135 return 1;
3136 } else {
3137 id = p;
3138 }
3139 }
3140
3141 if (!id) {
3142 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
3143 return 1;
3144 }
3145
3146 desc = strchr(id, ':');
3147 if (!desc) {
3148 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3149 return 1;
3150 }
3151 *desc++ = '\0';
3152
3153 p = default_params();
3154 decode_params(p, id);
3155 err = validate_desc(p, desc);
3156 if (err) {
3157 fprintf(stderr, "%s: %s\n", argv[0], err);
3158 return 1;
3159 }
3160 s = new_game(NULL, p, desc);
3161
3162 x = atoi(desc);
3163 while (*desc && *desc != ',') desc++;
3164 if (*desc) desc++;
3165 y = atoi(desc);
3166 while (*desc && *desc != ',') desc++;
3167 if (*desc) desc++;
3168
3169 printf("%s:%s\n", id, describe_layout(s->layout->mines,
3170 p->w * p->h,
3171 x, y,
3172 (*desc != 'm')));
3173
3174 return 0;
3175 }
3176
3177 #endif