Emma Garside suggested that it would be nice to have a different
[sgt/puzzles] / mines.c
1 /*
2 * mines.c: Minesweeper clone with sophisticated grid generation.
3 *
4 * Still TODO:
5 *
6 * - possibly disable undo? Or alternatively mark game states as
7 * `cheated', although that's horrid.
8 * + OK. Rather than _disabling_ undo, we have a hook callable
9 * in the game backend which is called before we do an undo.
10 * That hook can talk to the game_ui and set the cheated flag,
11 * and then make_move can avoid setting the `won' flag after that.
12 *
13 * - question marks (arrgh, preferences?)
14 *
15 * - sensible parameter constraints
16 * + 30x16: 191 mines just about works if rather slowly, 192 is
17 * just about doom (the latter corresponding to a density of
18 * exactly 1 in 2.5)
19 * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow.
20 * + it might not be feasible to work out the exact limit
21 */
22
23 #include <stdio.h>
24 #include <stdlib.h>
25 #include <string.h>
26 #include <assert.h>
27 #include <ctype.h>
28 #include <math.h>
29
30 #include "tree234.h"
31 #include "puzzles.h"
32
33 enum {
34 COL_BACKGROUND, COL_BACKGROUND2,
35 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
36 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
37 COL_HIGHLIGHT, COL_LOWLIGHT,
38 NCOLOURS
39 };
40
41 #define TILE_SIZE 20
42 #define BORDER (TILE_SIZE * 3 / 2)
43 #define HIGHLIGHT_WIDTH 2
44 #define OUTER_HIGHLIGHT_WIDTH 3
45 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
46 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
47
48 #define FLASH_FRAME 0.13F
49
50 struct game_params {
51 int w, h, n;
52 int unique;
53 };
54
55 struct mine_layout {
56 /*
57 * This structure is shared between all the game_states for a
58 * given instance of the puzzle, so we reference-count it.
59 */
60 int refcount;
61 char *mines;
62 /*
63 * If we haven't yet actually generated the mine layout, here's
64 * all the data we will need to do so.
65 */
66 int n, unique;
67 random_state *rs;
68 midend_data *me; /* to give back the new game desc */
69 };
70
71 struct game_state {
72 int w, h, n, dead, won;
73 struct mine_layout *layout; /* real mine positions */
74 signed char *grid; /* player knowledge */
75 /*
76 * Each item in the `grid' array is one of the following values:
77 *
78 * - 0 to 8 mean the square is open and has a surrounding mine
79 * count.
80 *
81 * - -1 means the square is marked as a mine.
82 *
83 * - -2 means the square is unknown.
84 *
85 * - -3 means the square is marked with a question mark
86 * (FIXME: do we even want to bother with this?).
87 *
88 * - 64 means the square has had a mine revealed when the game
89 * was lost.
90 *
91 * - 65 means the square had a mine revealed and this was the
92 * one the player hits.
93 *
94 * - 66 means the square has a crossed-out mine because the
95 * player had incorrectly marked it.
96 */
97 };
98
99 static game_params *default_params(void)
100 {
101 game_params *ret = snew(game_params);
102
103 ret->w = ret->h = 9;
104 ret->n = 10;
105 ret->unique = TRUE;
106
107 return ret;
108 }
109
110 static int game_fetch_preset(int i, char **name, game_params **params)
111 {
112 game_params *ret;
113 char str[80];
114 static const struct { int w, h, n; } values[] = {
115 {9, 9, 10},
116 {16, 16, 40},
117 {30, 16, 99},
118 };
119
120 if (i < 0 || i >= lenof(values))
121 return FALSE;
122
123 ret = snew(game_params);
124 ret->w = values[i].w;
125 ret->h = values[i].h;
126 ret->n = values[i].n;
127 ret->unique = TRUE;
128
129 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
130
131 *name = dupstr(str);
132 *params = ret;
133 return TRUE;
134 }
135
136 static void free_params(game_params *params)
137 {
138 sfree(params);
139 }
140
141 static game_params *dup_params(game_params *params)
142 {
143 game_params *ret = snew(game_params);
144 *ret = *params; /* structure copy */
145 return ret;
146 }
147
148 static void decode_params(game_params *params, char const *string)
149 {
150 char const *p = string;
151
152 params->w = atoi(p);
153 while (*p && isdigit((unsigned char)*p)) p++;
154 if (*p == 'x') {
155 p++;
156 params->h = atoi(p);
157 while (*p && isdigit((unsigned char)*p)) p++;
158 } else {
159 params->h = params->w;
160 }
161 if (*p == 'n') {
162 p++;
163 params->n = atoi(p);
164 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
165 } else {
166 params->n = params->w * params->h / 10;
167 }
168
169 while (*p) {
170 if (*p == 'a') {
171 p++;
172 params->unique = FALSE;
173 } else
174 p++; /* skip any other gunk */
175 }
176 }
177
178 static char *encode_params(game_params *params, int full)
179 {
180 char ret[400];
181 int len;
182
183 len = sprintf(ret, "%dx%d", params->w, params->h);
184 /*
185 * Mine count is a generation-time parameter, since it can be
186 * deduced from the mine bitmap!
187 */
188 if (full)
189 len += sprintf(ret+len, "n%d", params->n);
190 if (full && !params->unique)
191 ret[len++] = 'a';
192 assert(len < lenof(ret));
193 ret[len] = '\0';
194
195 return dupstr(ret);
196 }
197
198 static config_item *game_configure(game_params *params)
199 {
200 config_item *ret;
201 char buf[80];
202
203 ret = snewn(5, config_item);
204
205 ret[0].name = "Width";
206 ret[0].type = C_STRING;
207 sprintf(buf, "%d", params->w);
208 ret[0].sval = dupstr(buf);
209 ret[0].ival = 0;
210
211 ret[1].name = "Height";
212 ret[1].type = C_STRING;
213 sprintf(buf, "%d", params->h);
214 ret[1].sval = dupstr(buf);
215 ret[1].ival = 0;
216
217 ret[2].name = "Mines";
218 ret[2].type = C_STRING;
219 sprintf(buf, "%d", params->n);
220 ret[2].sval = dupstr(buf);
221 ret[2].ival = 0;
222
223 ret[3].name = "Ensure solubility";
224 ret[3].type = C_BOOLEAN;
225 ret[3].sval = NULL;
226 ret[3].ival = params->unique;
227
228 ret[4].name = NULL;
229 ret[4].type = C_END;
230 ret[4].sval = NULL;
231 ret[4].ival = 0;
232
233 return ret;
234 }
235
236 static game_params *custom_params(config_item *cfg)
237 {
238 game_params *ret = snew(game_params);
239
240 ret->w = atoi(cfg[0].sval);
241 ret->h = atoi(cfg[1].sval);
242 ret->n = atoi(cfg[2].sval);
243 if (strchr(cfg[2].sval, '%'))
244 ret->n = ret->n * (ret->w * ret->h) / 100;
245 ret->unique = cfg[3].ival;
246
247 return ret;
248 }
249
250 static char *validate_params(game_params *params)
251 {
252 if (params->w <= 0 && params->h <= 0)
253 return "Width and height must both be greater than zero";
254 if (params->w <= 0)
255 return "Width must be greater than zero";
256 if (params->h <= 0)
257 return "Height must be greater than zero";
258 if (params->n > params->w * params->h - 9)
259 return "Too many mines for grid size";
260
261 /*
262 * FIXME: Need more constraints here. Not sure what the
263 * sensible limits for Minesweeper actually are. The limits
264 * probably ought to change, however, depending on uniqueness.
265 */
266
267 return NULL;
268 }
269
270 /* ----------------------------------------------------------------------
271 * Minesweeper solver, used to ensure the generated grids are
272 * solvable without having to take risks.
273 */
274
275 /*
276 * Count the bits in a word. Only needs to cope with 16 bits.
277 */
278 static int bitcount16(int word)
279 {
280 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
281 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
282 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
283 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
284
285 return word;
286 }
287
288 /*
289 * We use a tree234 to store a large number of small localised
290 * sets, each with a mine count. We also keep some of those sets
291 * linked together into a to-do list.
292 */
293 struct set {
294 short x, y, mask, mines;
295 int todo;
296 struct set *prev, *next;
297 };
298
299 static int setcmp(void *av, void *bv)
300 {
301 struct set *a = (struct set *)av;
302 struct set *b = (struct set *)bv;
303
304 if (a->y < b->y)
305 return -1;
306 else if (a->y > b->y)
307 return +1;
308 else if (a->x < b->x)
309 return -1;
310 else if (a->x > b->x)
311 return +1;
312 else if (a->mask < b->mask)
313 return -1;
314 else if (a->mask > b->mask)
315 return +1;
316 else
317 return 0;
318 }
319
320 struct setstore {
321 tree234 *sets;
322 struct set *todo_head, *todo_tail;
323 };
324
325 static struct setstore *ss_new(void)
326 {
327 struct setstore *ss = snew(struct setstore);
328 ss->sets = newtree234(setcmp);
329 ss->todo_head = ss->todo_tail = NULL;
330 return ss;
331 }
332
333 /*
334 * Take two input sets, in the form (x,y,mask). Munge the first by
335 * taking either its intersection with the second or its difference
336 * with the second. Return the new mask part of the first set.
337 */
338 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
339 int diff)
340 {
341 /*
342 * Adjust the second set so that it has the same x,y
343 * coordinates as the first.
344 */
345 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
346 mask2 = 0;
347 } else {
348 while (x2 > x1) {
349 mask2 &= ~(4|32|256);
350 mask2 <<= 1;
351 x2--;
352 }
353 while (x2 < x1) {
354 mask2 &= ~(1|8|64);
355 mask2 >>= 1;
356 x2++;
357 }
358 while (y2 > y1) {
359 mask2 &= ~(64|128|256);
360 mask2 <<= 3;
361 y2--;
362 }
363 while (y2 < y1) {
364 mask2 &= ~(1|2|4);
365 mask2 >>= 3;
366 y2++;
367 }
368 }
369
370 /*
371 * Invert the second set if `diff' is set (we're after A &~ B
372 * rather than A & B).
373 */
374 if (diff)
375 mask2 ^= 511;
376
377 /*
378 * Now all that's left is a logical AND.
379 */
380 return mask1 & mask2;
381 }
382
383 static void ss_add_todo(struct setstore *ss, struct set *s)
384 {
385 if (s->todo)
386 return; /* already on it */
387
388 #ifdef SOLVER_DIAGNOSTICS
389 printf("adding set on todo list: %d,%d %03x %d\n",
390 s->x, s->y, s->mask, s->mines);
391 #endif
392
393 s->prev = ss->todo_tail;
394 if (s->prev)
395 s->prev->next = s;
396 else
397 ss->todo_head = s;
398 ss->todo_tail = s;
399 s->next = NULL;
400 s->todo = TRUE;
401 }
402
403 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
404 {
405 struct set *s;
406
407 assert(mask != 0);
408
409 /*
410 * Normalise so that x and y are genuinely the bounding
411 * rectangle.
412 */
413 while (!(mask & (1|8|64)))
414 mask >>= 1, x++;
415 while (!(mask & (1|2|4)))
416 mask >>= 3, y++;
417
418 /*
419 * Create a set structure and add it to the tree.
420 */
421 s = snew(struct set);
422 s->x = x;
423 s->y = y;
424 s->mask = mask;
425 s->mines = mines;
426 s->todo = FALSE;
427 if (add234(ss->sets, s) != s) {
428 /*
429 * This set already existed! Free it and return.
430 */
431 sfree(s);
432 return;
433 }
434
435 /*
436 * We've added a new set to the tree, so put it on the todo
437 * list.
438 */
439 ss_add_todo(ss, s);
440 }
441
442 static void ss_remove(struct setstore *ss, struct set *s)
443 {
444 struct set *next = s->next, *prev = s->prev;
445
446 #ifdef SOLVER_DIAGNOSTICS
447 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
448 #endif
449 /*
450 * Remove s from the todo list.
451 */
452 if (prev)
453 prev->next = next;
454 else if (s == ss->todo_head)
455 ss->todo_head = next;
456
457 if (next)
458 next->prev = prev;
459 else if (s == ss->todo_tail)
460 ss->todo_tail = prev;
461
462 s->todo = FALSE;
463
464 /*
465 * Remove s from the tree.
466 */
467 del234(ss->sets, s);
468
469 /*
470 * Destroy the actual set structure.
471 */
472 sfree(s);
473 }
474
475 /*
476 * Return a dynamically allocated list of all the sets which
477 * overlap a provided input set.
478 */
479 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
480 {
481 struct set **ret = NULL;
482 int nret = 0, retsize = 0;
483 int xx, yy;
484
485 for (xx = x-3; xx < x+3; xx++)
486 for (yy = y-3; yy < y+3; yy++) {
487 struct set stmp, *s;
488 int pos;
489
490 /*
491 * Find the first set with these top left coordinates.
492 */
493 stmp.x = xx;
494 stmp.y = yy;
495 stmp.mask = 0;
496
497 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
498 while ((s = index234(ss->sets, pos)) != NULL &&
499 s->x == xx && s->y == yy) {
500 /*
501 * This set potentially overlaps the input one.
502 * Compute the intersection to see if they
503 * really overlap, and add it to the list if
504 * so.
505 */
506 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
507 /*
508 * There's an overlap.
509 */
510 if (nret >= retsize) {
511 retsize = nret + 32;
512 ret = sresize(ret, retsize, struct set *);
513 }
514 ret[nret++] = s;
515 }
516
517 pos++;
518 }
519 }
520 }
521
522 ret = sresize(ret, nret+1, struct set *);
523 ret[nret] = NULL;
524
525 return ret;
526 }
527
528 /*
529 * Get an element from the head of the set todo list.
530 */
531 static struct set *ss_todo(struct setstore *ss)
532 {
533 if (ss->todo_head) {
534 struct set *ret = ss->todo_head;
535 ss->todo_head = ret->next;
536 if (ss->todo_head)
537 ss->todo_head->prev = NULL;
538 else
539 ss->todo_tail = NULL;
540 ret->next = ret->prev = NULL;
541 ret->todo = FALSE;
542 return ret;
543 } else {
544 return NULL;
545 }
546 }
547
548 struct squaretodo {
549 int *next;
550 int head, tail;
551 };
552
553 static void std_add(struct squaretodo *std, int i)
554 {
555 if (std->tail >= 0)
556 std->next[std->tail] = i;
557 else
558 std->head = i;
559 std->tail = i;
560 std->next[i] = -1;
561 }
562
563 static void known_squares(int w, int h, struct squaretodo *std,
564 signed char *grid,
565 int (*open)(void *ctx, int x, int y), void *openctx,
566 int x, int y, int mask, int mine)
567 {
568 int xx, yy, bit;
569
570 bit = 1;
571
572 for (yy = 0; yy < 3; yy++)
573 for (xx = 0; xx < 3; xx++) {
574 if (mask & bit) {
575 int i = (y + yy) * w + (x + xx);
576
577 /*
578 * It's possible that this square is _already_
579 * known, in which case we don't try to add it to
580 * the list twice.
581 */
582 if (grid[i] == -2) {
583
584 if (mine) {
585 grid[i] = -1; /* and don't open it! */
586 } else {
587 grid[i] = open(openctx, x + xx, y + yy);
588 assert(grid[i] != -1); /* *bang* */
589 }
590 std_add(std, i);
591
592 }
593 }
594 bit <<= 1;
595 }
596 }
597
598 /*
599 * This is data returned from the `perturb' function. It details
600 * which squares have become mines and which have become clear. The
601 * solver is (of course) expected to honourably not use that
602 * knowledge directly, but to efficently adjust its internal data
603 * structures and proceed based on only the information it
604 * legitimately has.
605 */
606 struct perturbation {
607 int x, y;
608 int delta; /* +1 == become a mine; -1 == cleared */
609 };
610 struct perturbations {
611 int n;
612 struct perturbation *changes;
613 };
614
615 /*
616 * Main solver entry point. You give it a grid of existing
617 * knowledge (-1 for a square known to be a mine, 0-8 for empty
618 * squares with a given number of neighbours, -2 for completely
619 * unknown), plus a function which you can call to open new squares
620 * once you're confident of them. It fills in as much more of the
621 * grid as it can.
622 *
623 * Return value is:
624 *
625 * - -1 means deduction stalled and nothing could be done
626 * - 0 means deduction succeeded fully
627 * - >0 means deduction succeeded but some number of perturbation
628 * steps were required; the exact return value is the number of
629 * perturb calls.
630 */
631 static int minesolve(int w, int h, int n, signed char *grid,
632 int (*open)(void *ctx, int x, int y),
633 struct perturbations *(*perturb)(void *ctx,
634 signed char *grid,
635 int x, int y, int mask),
636 void *ctx, random_state *rs)
637 {
638 struct setstore *ss = ss_new();
639 struct set **list;
640 struct squaretodo astd, *std = &astd;
641 int x, y, i, j;
642 int nperturbs = 0;
643
644 /*
645 * Set up a linked list of squares with known contents, so that
646 * we can process them one by one.
647 */
648 std->next = snewn(w*h, int);
649 std->head = std->tail = -1;
650
651 /*
652 * Initialise that list with all known squares in the input
653 * grid.
654 */
655 for (y = 0; y < h; y++) {
656 for (x = 0; x < w; x++) {
657 i = y*w+x;
658 if (grid[i] != -2)
659 std_add(std, i);
660 }
661 }
662
663 /*
664 * Main deductive loop.
665 */
666 while (1) {
667 int done_something = FALSE;
668 struct set *s;
669
670 /*
671 * If there are any known squares on the todo list, process
672 * them and construct a set for each.
673 */
674 while (std->head != -1) {
675 i = std->head;
676 #ifdef SOLVER_DIAGNOSTICS
677 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
678 #endif
679 std->head = std->next[i];
680 if (std->head == -1)
681 std->tail = -1;
682
683 x = i % w;
684 y = i / w;
685
686 if (grid[i] >= 0) {
687 int dx, dy, mines, bit, val;
688 #ifdef SOLVER_DIAGNOSTICS
689 printf("creating set around this square\n");
690 #endif
691 /*
692 * Empty square. Construct the set of non-known squares
693 * around this one, and determine its mine count.
694 */
695 mines = grid[i];
696 bit = 1;
697 val = 0;
698 for (dy = -1; dy <= +1; dy++) {
699 for (dx = -1; dx <= +1; dx++) {
700 #ifdef SOLVER_DIAGNOSTICS
701 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
702 #endif
703 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
704 /* ignore this one */;
705 else if (grid[i+dy*w+dx] == -1)
706 mines--;
707 else if (grid[i+dy*w+dx] == -2)
708 val |= bit;
709 bit <<= 1;
710 }
711 }
712 if (val)
713 ss_add(ss, x-1, y-1, val, mines);
714 }
715
716 /*
717 * Now, whether the square is empty or full, we must
718 * find any set which contains it and replace it with
719 * one which does not.
720 */
721 {
722 #ifdef SOLVER_DIAGNOSTICS
723 printf("finding sets containing known square %d,%d\n", x, y);
724 #endif
725 list = ss_overlap(ss, x, y, 1);
726
727 for (j = 0; list[j]; j++) {
728 int newmask, newmines;
729
730 s = list[j];
731
732 /*
733 * Compute the mask for this set minus the
734 * newly known square.
735 */
736 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
737
738 /*
739 * Compute the new mine count.
740 */
741 newmines = s->mines - (grid[i] == -1);
742
743 /*
744 * Insert the new set into the collection,
745 * unless it's been whittled right down to
746 * nothing.
747 */
748 if (newmask)
749 ss_add(ss, s->x, s->y, newmask, newmines);
750
751 /*
752 * Destroy the old one; it is actually obsolete.
753 */
754 ss_remove(ss, s);
755 }
756
757 sfree(list);
758 }
759
760 /*
761 * Marking a fresh square as known certainly counts as
762 * doing something.
763 */
764 done_something = TRUE;
765 }
766
767 /*
768 * Now pick a set off the to-do list and attempt deductions
769 * based on it.
770 */
771 if ((s = ss_todo(ss)) != NULL) {
772
773 #ifdef SOLVER_DIAGNOSTICS
774 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
775 #endif
776 /*
777 * Firstly, see if this set has a mine count of zero or
778 * of its own cardinality.
779 */
780 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
781 /*
782 * If so, we can immediately mark all the squares
783 * in the set as known.
784 */
785 #ifdef SOLVER_DIAGNOSTICS
786 printf("easy\n");
787 #endif
788 known_squares(w, h, std, grid, open, ctx,
789 s->x, s->y, s->mask, (s->mines != 0));
790
791 /*
792 * Having done that, we need do nothing further
793 * with this set; marking all the squares in it as
794 * known will eventually eliminate it, and will
795 * also permit further deductions about anything
796 * that overlaps it.
797 */
798 continue;
799 }
800
801 /*
802 * Failing that, we now search through all the sets
803 * which overlap this one.
804 */
805 list = ss_overlap(ss, s->x, s->y, s->mask);
806
807 for (j = 0; list[j]; j++) {
808 struct set *s2 = list[j];
809 int swing, s2wing, swc, s2wc;
810
811 /*
812 * Find the non-overlapping parts s2-s and s-s2,
813 * and their cardinalities.
814 *
815 * I'm going to refer to these parts as `wings'
816 * surrounding the central part common to both
817 * sets. The `s wing' is s-s2; the `s2 wing' is
818 * s2-s.
819 */
820 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
821 TRUE);
822 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
823 TRUE);
824 swc = bitcount16(swing);
825 s2wc = bitcount16(s2wing);
826
827 /*
828 * If one set has more mines than the other, and
829 * the number of extra mines is equal to the
830 * cardinality of that set's wing, then we can mark
831 * every square in the wing as a known mine, and
832 * every square in the other wing as known clear.
833 */
834 if (swc == s->mines - s2->mines ||
835 s2wc == s2->mines - s->mines) {
836 known_squares(w, h, std, grid, open, ctx,
837 s->x, s->y, swing,
838 (swc == s->mines - s2->mines));
839 known_squares(w, h, std, grid, open, ctx,
840 s2->x, s2->y, s2wing,
841 (s2wc == s2->mines - s->mines));
842 continue;
843 }
844
845 /*
846 * Failing that, see if one set is a subset of the
847 * other. If so, we can divide up the mine count of
848 * the larger set between the smaller set and its
849 * complement, even if neither smaller set ends up
850 * being immediately clearable.
851 */
852 if (swc == 0 && s2wc != 0) {
853 /* s is a subset of s2. */
854 assert(s2->mines > s->mines);
855 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
856 } else if (s2wc == 0 && swc != 0) {
857 /* s2 is a subset of s. */
858 assert(s->mines > s2->mines);
859 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
860 }
861 }
862
863 sfree(list);
864
865 /*
866 * In this situation we have definitely done
867 * _something_, even if it's only reducing the size of
868 * our to-do list.
869 */
870 done_something = TRUE;
871 } else if (n >= 0) {
872 /*
873 * We have nothing left on our todo list, which means
874 * all localised deductions have failed. Our next step
875 * is to resort to global deduction based on the total
876 * mine count. This is computationally expensive
877 * compared to any of the above deductions, which is
878 * why we only ever do it when all else fails, so that
879 * hopefully it won't have to happen too often.
880 *
881 * If you pass n<0 into this solver, that informs it
882 * that you do not know the total mine count, so it
883 * won't even attempt these deductions.
884 */
885
886 int minesleft, squaresleft;
887 int nsets, setused[10], cursor;
888
889 /*
890 * Start by scanning the current grid state to work out
891 * how many unknown squares we still have, and how many
892 * mines are to be placed in them.
893 */
894 squaresleft = 0;
895 minesleft = n;
896 for (i = 0; i < w*h; i++) {
897 if (grid[i] == -1)
898 minesleft--;
899 else if (grid[i] == -2)
900 squaresleft++;
901 }
902
903 #ifdef SOLVER_DIAGNOSTICS
904 printf("global deduction time: squaresleft=%d minesleft=%d\n",
905 squaresleft, minesleft);
906 for (y = 0; y < h; y++) {
907 for (x = 0; x < w; x++) {
908 int v = grid[y*w+x];
909 if (v == -1)
910 putchar('*');
911 else if (v == -2)
912 putchar('?');
913 else if (v == 0)
914 putchar('-');
915 else
916 putchar('0' + v);
917 }
918 putchar('\n');
919 }
920 #endif
921
922 /*
923 * If there _are_ no unknown squares, we have actually
924 * finished.
925 */
926 if (squaresleft == 0) {
927 assert(minesleft == 0);
928 break;
929 }
930
931 /*
932 * First really simple case: if there are no more mines
933 * left, or if there are exactly as many mines left as
934 * squares to play them in, then it's all easy.
935 */
936 if (minesleft == 0 || minesleft == squaresleft) {
937 for (i = 0; i < w*h; i++)
938 if (grid[i] == -2)
939 known_squares(w, h, std, grid, open, ctx,
940 i % w, i / w, 1, minesleft != 0);
941 continue; /* now go back to main deductive loop */
942 }
943
944 /*
945 * Failing that, we have to do some _real_ work.
946 * Ideally what we do here is to try every single
947 * combination of the currently available sets, in an
948 * attempt to find a disjoint union (i.e. a set of
949 * squares with a known mine count between them) such
950 * that the remaining unknown squares _not_ contained
951 * in that union either contain no mines or are all
952 * mines.
953 *
954 * Actually enumerating all 2^n possibilities will get
955 * a bit slow for large n, so I artificially cap this
956 * recursion at n=10 to avoid too much pain.
957 */
958 nsets = count234(ss->sets);
959 if (nsets <= lenof(setused)) {
960 /*
961 * Doing this with actual recursive function calls
962 * would get fiddly because a load of local
963 * variables from this function would have to be
964 * passed down through the recursion. So instead
965 * I'm going to use a virtual recursion within this
966 * function. The way this works is:
967 *
968 * - we have an array `setused', such that
969 * setused[n] is 0 or 1 depending on whether set
970 * n is currently in the union we are
971 * considering.
972 *
973 * - we have a value `cursor' which indicates how
974 * much of `setused' we have so far filled in.
975 * It's conceptually the recursion depth.
976 *
977 * We begin by setting `cursor' to zero. Then:
978 *
979 * - if cursor can advance, we advance it by one.
980 * We set the value in `setused' that it went
981 * past to 1 if that set is disjoint from
982 * anything else currently in `setused', or to 0
983 * otherwise.
984 *
985 * - If cursor cannot advance because it has
986 * reached the end of the setused list, then we
987 * have a maximal disjoint union. Check to see
988 * whether its mine count has any useful
989 * properties. If so, mark all the squares not
990 * in the union as known and terminate.
991 *
992 * - If cursor has reached the end of setused and
993 * the algorithm _hasn't_ terminated, back
994 * cursor up to the nearest 1, turn it into a 0
995 * and advance cursor just past it.
996 *
997 * - If we attempt to back up to the nearest 1 and
998 * there isn't one at all, then we have gone
999 * through all disjoint unions of sets in the
1000 * list and none of them has been helpful, so we
1001 * give up.
1002 */
1003 struct set *sets[lenof(setused)];
1004 for (i = 0; i < nsets; i++)
1005 sets[i] = index234(ss->sets, i);
1006
1007 cursor = 0;
1008 while (1) {
1009
1010 if (cursor < nsets) {
1011 int ok = TRUE;
1012
1013 /* See if any existing set overlaps this one. */
1014 for (i = 0; i < cursor; i++)
1015 if (setused[i] &&
1016 setmunge(sets[cursor]->x,
1017 sets[cursor]->y,
1018 sets[cursor]->mask,
1019 sets[i]->x, sets[i]->y, sets[i]->mask,
1020 FALSE)) {
1021 ok = FALSE;
1022 break;
1023 }
1024
1025 if (ok) {
1026 /*
1027 * We're adding this set to our union,
1028 * so adjust minesleft and squaresleft
1029 * appropriately.
1030 */
1031 minesleft -= sets[cursor]->mines;
1032 squaresleft -= bitcount16(sets[cursor]->mask);
1033 }
1034
1035 setused[cursor++] = ok;
1036 } else {
1037 #ifdef SOLVER_DIAGNOSTICS
1038 printf("trying a set combination with %d %d\n",
1039 squaresleft, minesleft);
1040 #endif /* SOLVER_DIAGNOSTICS */
1041
1042 /*
1043 * We've reached the end. See if we've got
1044 * anything interesting.
1045 */
1046 if (squaresleft > 0 &&
1047 (minesleft == 0 || minesleft == squaresleft)) {
1048 /*
1049 * We have! There is at least one
1050 * square not contained within the set
1051 * union we've just found, and we can
1052 * deduce that either all such squares
1053 * are mines or all are not (depending
1054 * on whether minesleft==0). So now all
1055 * we have to do is actually go through
1056 * the grid, find those squares, and
1057 * mark them.
1058 */
1059 for (i = 0; i < w*h; i++)
1060 if (grid[i] == -2) {
1061 int outside = TRUE;
1062 y = i / w;
1063 x = i % w;
1064 for (j = 0; j < nsets; j++)
1065 if (setused[j] &&
1066 setmunge(sets[j]->x, sets[j]->y,
1067 sets[j]->mask, x, y, 1,
1068 FALSE)) {
1069 outside = FALSE;
1070 break;
1071 }
1072 if (outside)
1073 known_squares(w, h, std, grid,
1074 open, ctx,
1075 x, y, 1, minesleft != 0);
1076 }
1077
1078 done_something = TRUE;
1079 break; /* return to main deductive loop */
1080 }
1081
1082 /*
1083 * If we reach here, then this union hasn't
1084 * done us any good, so move on to the
1085 * next. Backtrack cursor to the nearest 1,
1086 * change it to a 0 and continue.
1087 */
1088 while (cursor-- >= 0 && !setused[cursor]);
1089 if (cursor >= 0) {
1090 assert(setused[cursor]);
1091
1092 /*
1093 * We're removing this set from our
1094 * union, so re-increment minesleft and
1095 * squaresleft.
1096 */
1097 minesleft += sets[cursor]->mines;
1098 squaresleft += bitcount16(sets[cursor]->mask);
1099
1100 setused[cursor++] = 0;
1101 } else {
1102 /*
1103 * We've backtracked all the way to the
1104 * start without finding a single 1,
1105 * which means that our virtual
1106 * recursion is complete and nothing
1107 * helped.
1108 */
1109 break;
1110 }
1111 }
1112
1113 }
1114
1115 }
1116 }
1117
1118 if (done_something)
1119 continue;
1120
1121 #ifdef SOLVER_DIAGNOSTICS
1122 /*
1123 * Dump the current known state of the grid.
1124 */
1125 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1126 for (y = 0; y < h; y++) {
1127 for (x = 0; x < w; x++) {
1128 int v = grid[y*w+x];
1129 if (v == -1)
1130 putchar('*');
1131 else if (v == -2)
1132 putchar('?');
1133 else if (v == 0)
1134 putchar('-');
1135 else
1136 putchar('0' + v);
1137 }
1138 putchar('\n');
1139 }
1140
1141 {
1142 struct set *s;
1143
1144 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1145 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1146 }
1147 #endif
1148
1149 /*
1150 * Now we really are at our wits' end as far as solving
1151 * this grid goes. Our only remaining option is to call
1152 * a perturb function and ask it to modify the grid to
1153 * make it easier.
1154 */
1155 if (perturb) {
1156 struct perturbations *ret;
1157 struct set *s;
1158
1159 nperturbs++;
1160
1161 /*
1162 * Choose a set at random from the current selection,
1163 * and ask the perturb function to either fill or empty
1164 * it.
1165 *
1166 * If we have no sets at all, we must give up.
1167 */
1168 if (count234(ss->sets) == 0)
1169 break;
1170 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1171 #ifdef SOLVER_DIAGNOSTICS
1172 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1173 #endif
1174 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1175
1176 if (ret) {
1177 assert(ret->n > 0); /* otherwise should have been NULL */
1178
1179 /*
1180 * A number of squares have been fiddled with, and
1181 * the returned structure tells us which. Adjust
1182 * the mine count in any set which overlaps one of
1183 * those squares, and put them back on the to-do
1184 * list.
1185 */
1186 for (i = 0; i < ret->n; i++) {
1187 #ifdef SOLVER_DIAGNOSTICS
1188 printf("perturbation %s mine at %d,%d\n",
1189 ret->changes[i].delta > 0 ? "added" : "removed",
1190 ret->changes[i].x, ret->changes[i].y);
1191 #endif
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", nperturbs);
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 random_state *rs;
1287 };
1288
1289 static int mineopen(void *vctx, int x, int y)
1290 {
1291 struct minectx *ctx = (struct minectx *)vctx;
1292 int i, j, n;
1293
1294 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1295 if (ctx->grid[y * ctx->w + x])
1296 return -1; /* *bang* */
1297
1298 n = 0;
1299 for (i = -1; i <= +1; i++) {
1300 if (x + i < 0 || x + i >= ctx->w)
1301 continue;
1302 for (j = -1; j <= +1; j++) {
1303 if (y + j < 0 || y + j >= ctx->h)
1304 continue;
1305 if (i == 0 && j == 0)
1306 continue;
1307 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1308 n++;
1309 }
1310 }
1311
1312 return n;
1313 }
1314
1315 /* Structure used internally to mineperturb(). */
1316 struct square {
1317 int x, y, type, random;
1318 };
1319 static int squarecmp(const void *av, const void *bv)
1320 {
1321 const struct square *a = (const struct square *)av;
1322 const struct square *b = (const struct square *)bv;
1323 if (a->type < b->type)
1324 return -1;
1325 else if (a->type > b->type)
1326 return +1;
1327 else if (a->random < b->random)
1328 return -1;
1329 else if (a->random > b->random)
1330 return +1;
1331 else if (a->y < b->y)
1332 return -1;
1333 else if (a->y > b->y)
1334 return +1;
1335 else if (a->x < b->x)
1336 return -1;
1337 else if (a->x > b->x)
1338 return +1;
1339 return 0;
1340 }
1341
1342 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1343 int setx, int sety, int mask)
1344 {
1345 struct minectx *ctx = (struct minectx *)vctx;
1346 struct square *sqlist;
1347 int x, y, dx, dy, i, n, nfull, nempty;
1348 struct square *tofill[9], *toempty[9], **todo;
1349 int ntofill, ntoempty, ntodo, dtodo, dset;
1350 struct perturbations *ret;
1351
1352 /*
1353 * Make a list of all the squares in the grid which we can
1354 * possibly use. This list should be in preference order, which
1355 * means
1356 *
1357 * - first, unknown squares on the boundary of known space
1358 * - next, unknown squares beyond that boundary
1359 * - as a very last resort, known squares, but not within one
1360 * square of the starting position.
1361 *
1362 * Each of these sections needs to be shuffled independently.
1363 * We do this by preparing list of all squares and then sorting
1364 * it with a random secondary key.
1365 */
1366 sqlist = snewn(ctx->w * ctx->h, struct square);
1367 n = 0;
1368 for (y = 0; y < ctx->h; y++)
1369 for (x = 0; x < ctx->w; x++) {
1370 /*
1371 * If this square is too near the starting position,
1372 * don't put it on the list at all.
1373 */
1374 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1375 continue;
1376
1377 /*
1378 * If this square is in the input set, also don't put
1379 * it on the list!
1380 */
1381 if (x >= setx && x < setx + 3 &&
1382 y >= sety && y < sety + 3 &&
1383 mask & (1 << ((y-sety)*3+(x-setx))))
1384 continue;
1385
1386 sqlist[n].x = x;
1387 sqlist[n].y = y;
1388
1389 if (grid[y*ctx->w+x] != -2) {
1390 sqlist[n].type = 3; /* known square */
1391 } else {
1392 /*
1393 * Unknown square. Examine everything around it and
1394 * see if it borders on any known squares. If it
1395 * does, it's class 1, otherwise it's 2.
1396 */
1397
1398 sqlist[n].type = 2;
1399
1400 for (dy = -1; dy <= +1; dy++)
1401 for (dx = -1; dx <= +1; dx++)
1402 if (x+dx >= 0 && x+dx < ctx->w &&
1403 y+dy >= 0 && y+dy < ctx->h &&
1404 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1405 sqlist[n].type = 1;
1406 break;
1407 }
1408 }
1409
1410 /*
1411 * Finally, a random number to cause qsort to
1412 * shuffle within each group.
1413 */
1414 sqlist[n].random = random_bits(ctx->rs, 31);
1415
1416 n++;
1417 }
1418
1419 qsort(sqlist, n, sizeof(struct square), squarecmp);
1420
1421 /*
1422 * Now count up the number of full and empty squares in the set
1423 * we've been provided.
1424 */
1425 nfull = nempty = 0;
1426 for (dy = 0; dy < 3; dy++)
1427 for (dx = 0; dx < 3; dx++)
1428 if (mask & (1 << (dy*3+dx))) {
1429 assert(setx+dx <= ctx->w);
1430 assert(sety+dy <= ctx->h);
1431 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1432 nfull++;
1433 else
1434 nempty++;
1435 }
1436
1437 /*
1438 * Now go through our sorted list until we find either `nfull'
1439 * empty squares, or `nempty' full squares; these will be
1440 * swapped with the appropriate squares in the set to either
1441 * fill or empty the set while keeping the same number of mines
1442 * overall.
1443 */
1444 ntofill = ntoempty = 0;
1445 for (i = 0; i < n; i++) {
1446 struct square *sq = &sqlist[i];
1447 if (ctx->grid[sq->y * ctx->w + sq->x])
1448 toempty[ntoempty++] = sq;
1449 else
1450 tofill[ntofill++] = sq;
1451 if (ntofill == nfull || ntoempty == nempty)
1452 break;
1453 }
1454
1455 /*
1456 * If this didn't work at all, I think we just give up.
1457 */
1458 if (ntofill != nfull && ntoempty != nempty) {
1459 sfree(sqlist);
1460 return NULL;
1461 }
1462
1463 /*
1464 * Now we're pretty much there. We need to either
1465 * (a) put a mine in each of the empty squares in the set, and
1466 * take one out of each square in `toempty'
1467 * (b) take a mine out of each of the full squares in the set,
1468 * and put one in each square in `tofill'
1469 * depending on which one we've found enough squares to do.
1470 *
1471 * So we start by constructing our list of changes to return to
1472 * the solver, so that it can update its data structures
1473 * efficiently rather than having to rescan the whole grid.
1474 */
1475 ret = snew(struct perturbations);
1476 if (ntofill == nfull) {
1477 todo = tofill;
1478 ntodo = ntofill;
1479 dtodo = +1;
1480 dset = -1;
1481 } else {
1482 todo = toempty;
1483 ntodo = ntoempty;
1484 dtodo = -1;
1485 dset = +1;
1486 }
1487 ret->n = 2 * ntodo;
1488 ret->changes = snewn(ret->n, struct perturbation);
1489 for (i = 0; i < ntodo; i++) {
1490 ret->changes[i].x = todo[i]->x;
1491 ret->changes[i].y = todo[i]->y;
1492 ret->changes[i].delta = dtodo;
1493 }
1494 /* now i == ntodo */
1495 for (dy = 0; dy < 3; dy++)
1496 for (dx = 0; dx < 3; dx++)
1497 if (mask & (1 << (dy*3+dx))) {
1498 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1499 if (dset == -currval) {
1500 ret->changes[i].x = setx + dx;
1501 ret->changes[i].y = sety + dy;
1502 ret->changes[i].delta = dset;
1503 i++;
1504 }
1505 }
1506 assert(i == ret->n);
1507
1508 sfree(sqlist);
1509
1510 /*
1511 * Having set up the precise list of changes we're going to
1512 * make, we now simply make them and return.
1513 */
1514 for (i = 0; i < ret->n; i++) {
1515 int delta;
1516
1517 x = ret->changes[i].x;
1518 y = ret->changes[i].y;
1519 delta = ret->changes[i].delta;
1520
1521 /*
1522 * Check we're not trying to add an existing mine or remove
1523 * an absent one.
1524 */
1525 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1526
1527 /*
1528 * Actually make the change.
1529 */
1530 ctx->grid[y*ctx->w+x] = (delta > 0);
1531
1532 /*
1533 * Update any numbers already present in the grid.
1534 */
1535 for (dy = -1; dy <= +1; dy++)
1536 for (dx = -1; dx <= +1; dx++)
1537 if (x+dx >= 0 && x+dx < ctx->w &&
1538 y+dy >= 0 && y+dy < ctx->h &&
1539 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1540 if (dx == 0 && dy == 0) {
1541 /*
1542 * The square itself is marked as known in
1543 * the grid. Mark it as a mine if it's a
1544 * mine, or else work out its number.
1545 */
1546 if (delta > 0) {
1547 grid[y*ctx->w+x] = -1;
1548 } else {
1549 int dx2, dy2, minecount = 0;
1550 for (dy2 = -1; dy2 <= +1; dy2++)
1551 for (dx2 = -1; dx2 <= +1; dx2++)
1552 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1553 y+dy2 >= 0 && y+dy2 < ctx->h &&
1554 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1555 minecount++;
1556 grid[y*ctx->w+x] = minecount;
1557 }
1558 } else {
1559 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1560 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1561 }
1562 }
1563 }
1564
1565 #ifdef GENERATION_DIAGNOSTICS
1566 {
1567 int yy, xx;
1568 printf("grid after perturbing:\n");
1569 for (yy = 0; yy < ctx->h; yy++) {
1570 for (xx = 0; xx < ctx->w; xx++) {
1571 int v = ctx->grid[yy*ctx->w+xx];
1572 if (yy == ctx->sy && xx == ctx->sx) {
1573 assert(!v);
1574 putchar('S');
1575 } else if (v) {
1576 putchar('*');
1577 } else {
1578 putchar('-');
1579 }
1580 }
1581 putchar('\n');
1582 }
1583 printf("\n");
1584 }
1585 #endif
1586
1587 return ret;
1588 }
1589
1590 static char *minegen(int w, int h, int n, int x, int y, int unique,
1591 random_state *rs)
1592 {
1593 char *ret = snewn(w*h, char);
1594 int success;
1595
1596 do {
1597 success = FALSE;
1598
1599 memset(ret, 0, w*h);
1600
1601 /*
1602 * Start by placing n mines, none of which is at x,y or within
1603 * one square of it.
1604 */
1605 {
1606 int *tmp = snewn(w*h, int);
1607 int i, j, k, nn;
1608
1609 /*
1610 * Write down the list of possible mine locations.
1611 */
1612 k = 0;
1613 for (i = 0; i < h; i++)
1614 for (j = 0; j < w; j++)
1615 if (abs(i - y) > 1 || abs(j - x) > 1)
1616 tmp[k++] = i*w+j;
1617
1618 /*
1619 * Now pick n off the list at random.
1620 */
1621 nn = n;
1622 while (nn-- > 0) {
1623 i = random_upto(rs, k);
1624 ret[tmp[i]] = 1;
1625 tmp[i] = tmp[--k];
1626 }
1627
1628 sfree(tmp);
1629 }
1630
1631 #ifdef GENERATION_DIAGNOSTICS
1632 {
1633 int yy, xx;
1634 printf("grid after initial generation:\n");
1635 for (yy = 0; yy < h; yy++) {
1636 for (xx = 0; xx < w; xx++) {
1637 int v = ret[yy*w+xx];
1638 if (yy == y && xx == x) {
1639 assert(!v);
1640 putchar('S');
1641 } else if (v) {
1642 putchar('*');
1643 } else {
1644 putchar('-');
1645 }
1646 }
1647 putchar('\n');
1648 }
1649 printf("\n");
1650 }
1651 #endif
1652
1653 /*
1654 * Now set up a results grid to run the solver in, and a
1655 * context for the solver to open squares. Then run the solver
1656 * repeatedly; if the number of perturb steps ever goes up or
1657 * it ever returns -1, give up completely.
1658 *
1659 * We bypass this bit if we're not after a unique grid.
1660 */
1661 if (unique) {
1662 signed char *solvegrid = snewn(w*h, char);
1663 struct minectx actx, *ctx = &actx;
1664 int solveret, prevret = -2;
1665
1666 ctx->grid = ret;
1667 ctx->w = w;
1668 ctx->h = h;
1669 ctx->sx = x;
1670 ctx->sy = y;
1671 ctx->rs = rs;
1672
1673 while (1) {
1674 memset(solvegrid, -2, w*h);
1675 solvegrid[y*w+x] = mineopen(ctx, x, y);
1676 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1677
1678 solveret =
1679 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1680 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1681 success = FALSE;
1682 break;
1683 } else if (solveret == 0) {
1684 success = TRUE;
1685 break;
1686 }
1687 }
1688
1689 sfree(solvegrid);
1690 } else {
1691 success = TRUE;
1692 }
1693
1694 } while (!success);
1695
1696 return ret;
1697 }
1698
1699 /*
1700 * The Mines game descriptions contain the location of every mine,
1701 * and can therefore be used to cheat.
1702 *
1703 * It would be pointless to attempt to _prevent_ this form of
1704 * cheating by encrypting the description, since Mines is
1705 * open-source so anyone can find out the encryption key. However,
1706 * I think it is worth doing a bit of gentle obfuscation to prevent
1707 * _accidental_ spoilers: if you happened to note that the game ID
1708 * starts with an F, for example, you might be unable to put the
1709 * knowledge of those mines out of your mind while playing. So,
1710 * just as discussions of film endings are rot13ed to avoid
1711 * spoiling it for people who don't want to be told, we apply a
1712 * keyless, reversible, but visually completely obfuscatory masking
1713 * function to the mine bitmap.
1714 */
1715 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1716 {
1717 int bytes, firsthalf, secondhalf;
1718 struct step {
1719 unsigned char *seedstart;
1720 int seedlen;
1721 unsigned char *targetstart;
1722 int targetlen;
1723 } steps[2];
1724 int i, j;
1725
1726 /*
1727 * My obfuscation algorithm is similar in concept to the OAEP
1728 * encoding used in some forms of RSA. Here's a specification
1729 * of it:
1730 *
1731 * + We have a `masking function' which constructs a stream of
1732 * pseudorandom bytes from a seed of some number of input
1733 * bytes.
1734 *
1735 * + We pad out our input bit stream to a whole number of
1736 * bytes by adding up to 7 zero bits on the end. (In fact
1737 * the bitmap passed as input to this function will already
1738 * have had this done in practice.)
1739 *
1740 * + We divide the _byte_ stream exactly in half, rounding the
1741 * half-way position _down_. So an 81-bit input string, for
1742 * example, rounds up to 88 bits or 11 bytes, and then
1743 * dividing by two gives 5 bytes in the first half and 6 in
1744 * the second half.
1745 *
1746 * + We generate a mask from the second half of the bytes, and
1747 * XOR it over the first half.
1748 *
1749 * + We generate a mask from the (encoded) first half of the
1750 * bytes, and XOR it over the second half. Any null bits at
1751 * the end which were added as padding are cleared back to
1752 * zero even if this operation would have made them nonzero.
1753 *
1754 * To de-obfuscate, the steps are precisely the same except
1755 * that the final two are reversed.
1756 *
1757 * Finally, our masking function. Given an input seed string of
1758 * bytes, the output mask consists of concatenating the SHA-1
1759 * hashes of the seed string and successive decimal integers,
1760 * starting from 0.
1761 */
1762
1763 bytes = (bits + 7) / 8;
1764 firsthalf = bytes / 2;
1765 secondhalf = bytes - firsthalf;
1766
1767 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1768 steps[decode ? 1 : 0].seedlen = secondhalf;
1769 steps[decode ? 1 : 0].targetstart = bmp;
1770 steps[decode ? 1 : 0].targetlen = firsthalf;
1771
1772 steps[decode ? 0 : 1].seedstart = bmp;
1773 steps[decode ? 0 : 1].seedlen = firsthalf;
1774 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1775 steps[decode ? 0 : 1].targetlen = secondhalf;
1776
1777 for (i = 0; i < 2; i++) {
1778 SHA_State base, final;
1779 unsigned char digest[20];
1780 char numberbuf[80];
1781 int digestpos = 20, counter = 0;
1782
1783 SHA_Init(&base);
1784 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1785
1786 for (j = 0; j < steps[i].targetlen; j++) {
1787 if (digestpos >= 20) {
1788 sprintf(numberbuf, "%d", counter++);
1789 final = base;
1790 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1791 SHA_Final(&final, digest);
1792 digestpos = 0;
1793 }
1794 steps[i].targetstart[j] ^= digest[digestpos]++;
1795 }
1796
1797 /*
1798 * Mask off the pad bits in the final byte after both steps.
1799 */
1800 if (bits % 8)
1801 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1802 }
1803 }
1804
1805 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1806 random_state *rs, char **game_desc)
1807 {
1808 signed char *grid, *ret, *p;
1809 unsigned char *bmp;
1810 int i, area;
1811
1812 grid = minegen(w, h, n, x, y, unique, rs);
1813
1814 if (game_desc) {
1815 /*
1816 * Set up the mine bitmap and obfuscate it.
1817 */
1818 area = w * h;
1819 bmp = snewn((area + 7) / 8, unsigned char);
1820 memset(bmp, 0, (area + 7) / 8);
1821 for (i = 0; i < area; i++) {
1822 if (grid[i])
1823 bmp[i / 8] |= 0x80 >> (i % 8);
1824 }
1825 obfuscate_bitmap(bmp, area, FALSE);
1826
1827 /*
1828 * Now encode the resulting bitmap in hex. We can work to
1829 * nibble rather than byte granularity, since the obfuscation
1830 * function guarantees to return a bit string of the same
1831 * length as its input.
1832 */
1833 ret = snewn((area+3)/4 + 100, char);
1834 p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
1835 for (i = 0; i < (area+3)/4; i++) {
1836 int v = bmp[i/2];
1837 if (i % 2 == 0)
1838 v >>= 4;
1839 *p++ = "0123456789abcdef"[v & 0xF];
1840 }
1841 *p = '\0';
1842
1843 sfree(bmp);
1844
1845 *game_desc = ret;
1846 }
1847
1848 return grid;
1849 }
1850
1851 static char *new_game_desc(game_params *params, random_state *rs,
1852 game_aux_info **aux, int interactive)
1853 {
1854 if (!interactive) {
1855 /*
1856 * For batch-generated grids, pre-open one square.
1857 */
1858 int x = random_upto(rs, params->w);
1859 int y = random_upto(rs, params->h);
1860 signed char *grid;
1861 char *desc;
1862
1863 grid = new_mine_layout(params->w, params->h, params->n,
1864 x, y, params->unique, rs, &desc);
1865 sfree(grid);
1866 return desc;
1867 } else {
1868 char *rsdesc, *desc;
1869
1870 rsdesc = random_state_encode(rs);
1871 desc = snewn(strlen(rsdesc) + 100, char);
1872 sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc);
1873 sfree(rsdesc);
1874 return desc;
1875 }
1876 }
1877
1878 static void game_free_aux_info(game_aux_info *aux)
1879 {
1880 assert(!"Shouldn't happen");
1881 }
1882
1883 static char *validate_desc(game_params *params, char *desc)
1884 {
1885 int wh = params->w * params->h;
1886 int x, y;
1887
1888 if (*desc == 'r') {
1889 if (!*desc || !isdigit((unsigned char)*desc))
1890 return "No initial mine count in game description";
1891 while (*desc && isdigit((unsigned char)*desc))
1892 desc++; /* skip over mine count */
1893 if (*desc != ',')
1894 return "No ',' after initial x-coordinate in game description";
1895 desc++;
1896 if (*desc != 'u' && *desc != 'a')
1897 return "No uniqueness specifier in game description";
1898 desc++;
1899 if (*desc != ',')
1900 return "No ',' after uniqueness specifier in game description";
1901 /* now ignore the rest */
1902 } else {
1903 if (!*desc || !isdigit((unsigned char)*desc))
1904 return "No initial x-coordinate in game description";
1905 x = atoi(desc);
1906 if (x < 0 || x >= params->w)
1907 return "Initial x-coordinate was out of range";
1908 while (*desc && isdigit((unsigned char)*desc))
1909 desc++; /* skip over x coordinate */
1910 if (*desc != ',')
1911 return "No ',' after initial x-coordinate in game description";
1912 desc++; /* eat comma */
1913 if (!*desc || !isdigit((unsigned char)*desc))
1914 return "No initial y-coordinate in game description";
1915 y = atoi(desc);
1916 if (y < 0 || y >= params->h)
1917 return "Initial y-coordinate was out of range";
1918 while (*desc && isdigit((unsigned char)*desc))
1919 desc++; /* skip over y coordinate */
1920 if (*desc != ',')
1921 return "No ',' after initial y-coordinate in game description";
1922 desc++; /* eat comma */
1923 /* eat `m', meaning `masked', if present */
1924 if (*desc == 'm')
1925 desc++;
1926 /* now just check length of remainder */
1927 if (strlen(desc) != (wh+3)/4)
1928 return "Game description is wrong length";
1929 }
1930
1931 return NULL;
1932 }
1933
1934 static int open_square(game_state *state, int x, int y)
1935 {
1936 int w = state->w, h = state->h;
1937 int xx, yy, nmines, ncovered;
1938
1939 if (!state->layout->mines) {
1940 /*
1941 * We have a preliminary game in which the mine layout
1942 * hasn't been generated yet. Generate it based on the
1943 * initial click location.
1944 */
1945 char *desc;
1946 state->layout->mines = new_mine_layout(w, h, state->layout->n,
1947 x, y, state->layout->unique,
1948 state->layout->rs,
1949 &desc);
1950 midend_supersede_game_desc(state->layout->me, desc);
1951 sfree(desc);
1952 random_free(state->layout->rs);
1953 state->layout->rs = NULL;
1954 }
1955
1956 if (state->layout->mines[y*w+x]) {
1957 /*
1958 * The player has landed on a mine. Bad luck. Expose all
1959 * the mines.
1960 */
1961 state->dead = TRUE;
1962 for (yy = 0; yy < h; yy++)
1963 for (xx = 0; xx < w; xx++) {
1964 if (state->layout->mines[yy*w+xx] &&
1965 (state->grid[yy*w+xx] == -2 ||
1966 state->grid[yy*w+xx] == -3)) {
1967 state->grid[yy*w+xx] = 64;
1968 }
1969 if (!state->layout->mines[yy*w+xx] &&
1970 state->grid[yy*w+xx] == -1) {
1971 state->grid[yy*w+xx] = 66;
1972 }
1973 }
1974 state->grid[y*w+x] = 65;
1975 return -1;
1976 }
1977
1978 /*
1979 * Otherwise, the player has opened a safe square. Mark it to-do.
1980 */
1981 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
1982
1983 /*
1984 * Now go through the grid finding all `todo' values and
1985 * opening them. Every time one of them turns out to have no
1986 * neighbouring mines, we add all its unopened neighbours to
1987 * the list as well.
1988 *
1989 * FIXME: We really ought to be able to do this better than
1990 * using repeated N^2 scans of the grid.
1991 */
1992 while (1) {
1993 int done_something = FALSE;
1994
1995 for (yy = 0; yy < h; yy++)
1996 for (xx = 0; xx < w; xx++)
1997 if (state->grid[yy*w+xx] == -10) {
1998 int dx, dy, v;
1999
2000 assert(!state->layout->mines[yy*w+xx]);
2001
2002 v = 0;
2003
2004 for (dx = -1; dx <= +1; dx++)
2005 for (dy = -1; dy <= +1; dy++)
2006 if (xx+dx >= 0 && xx+dx < state->w &&
2007 yy+dy >= 0 && yy+dy < state->h &&
2008 state->layout->mines[(yy+dy)*w+(xx+dx)])
2009 v++;
2010
2011 state->grid[yy*w+xx] = v;
2012
2013 if (v == 0) {
2014 for (dx = -1; dx <= +1; dx++)
2015 for (dy = -1; dy <= +1; dy++)
2016 if (xx+dx >= 0 && xx+dx < state->w &&
2017 yy+dy >= 0 && yy+dy < state->h &&
2018 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2019 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2020 }
2021
2022 done_something = TRUE;
2023 }
2024
2025 if (!done_something)
2026 break;
2027 }
2028
2029 /*
2030 * Finally, scan the grid and see if exactly as many squares
2031 * are still covered as there are mines. If so, set the `won'
2032 * flag and fill in mine markers on all covered squares.
2033 */
2034 nmines = ncovered = 0;
2035 for (yy = 0; yy < h; yy++)
2036 for (xx = 0; xx < w; xx++) {
2037 if (state->grid[yy*w+xx] < 0)
2038 ncovered++;
2039 if (state->layout->mines[yy*w+xx])
2040 nmines++;
2041 }
2042 assert(ncovered >= nmines);
2043 if (ncovered == nmines) {
2044 for (yy = 0; yy < h; yy++)
2045 for (xx = 0; xx < w; xx++) {
2046 if (state->grid[yy*w+xx] < 0)
2047 state->grid[yy*w+xx] = -1;
2048 }
2049 state->won = TRUE;
2050 }
2051
2052 return 0;
2053 }
2054
2055 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2056 {
2057 game_state *state = snew(game_state);
2058 int i, wh, x, y, ret, masked;
2059 unsigned char *bmp;
2060
2061 state->w = params->w;
2062 state->h = params->h;
2063 state->n = params->n;
2064 state->dead = state->won = FALSE;
2065
2066 wh = state->w * state->h;
2067
2068 state->layout = snew(struct mine_layout);
2069 state->layout->refcount = 1;
2070
2071 state->grid = snewn(wh, char);
2072 memset(state->grid, -2, wh);
2073
2074 if (*desc == 'r') {
2075 desc++;
2076 state->layout->n = atoi(desc);
2077 while (*desc && isdigit((unsigned char)*desc))
2078 desc++; /* skip over mine count */
2079 if (*desc) desc++; /* eat comma */
2080 if (*desc == 'a')
2081 state->layout->unique = FALSE;
2082 else
2083 state->layout->unique = TRUE;
2084 desc++;
2085 if (*desc) desc++; /* eat comma */
2086
2087 state->layout->mines = NULL;
2088 state->layout->rs = random_state_decode(desc);
2089 state->layout->me = me;
2090
2091 } else {
2092 state->layout->rs = NULL;
2093 state->layout->me = NULL;
2094
2095 state->layout->mines = snewn(wh, char);
2096 x = atoi(desc);
2097 while (*desc && isdigit((unsigned char)*desc))
2098 desc++; /* skip over x coordinate */
2099 if (*desc) desc++; /* eat comma */
2100 y = atoi(desc);
2101 while (*desc && isdigit((unsigned char)*desc))
2102 desc++; /* skip over y coordinate */
2103 if (*desc) desc++; /* eat comma */
2104
2105 if (*desc == 'm') {
2106 masked = TRUE;
2107 desc++;
2108 } else {
2109 /*
2110 * We permit game IDs to be entered by hand without the
2111 * masking transformation.
2112 */
2113 masked = FALSE;
2114 }
2115
2116 bmp = snewn((wh + 7) / 8, unsigned char);
2117 memset(bmp, 0, (wh + 7) / 8);
2118 for (i = 0; i < (wh+3)/4; i++) {
2119 int c = desc[i];
2120 int v;
2121
2122 assert(c != 0); /* validate_desc should have caught */
2123 if (c >= '0' && c <= '9')
2124 v = c - '0';
2125 else if (c >= 'a' && c <= 'f')
2126 v = c - 'a' + 10;
2127 else if (c >= 'A' && c <= 'F')
2128 v = c - 'A' + 10;
2129 else
2130 v = 0;
2131
2132 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2133 }
2134
2135 if (masked)
2136 obfuscate_bitmap(bmp, wh, TRUE);
2137
2138 memset(state->layout->mines, 0, wh);
2139 for (i = 0; i < wh; i++) {
2140 if (bmp[i / 8] & (0x80 >> (i % 8)))
2141 state->layout->mines[i] = 1;
2142 }
2143
2144 ret = open_square(state, x, y);
2145 }
2146
2147 return state;
2148 }
2149
2150 static game_state *dup_game(game_state *state)
2151 {
2152 game_state *ret = snew(game_state);
2153
2154 ret->w = state->w;
2155 ret->h = state->h;
2156 ret->n = state->n;
2157 ret->dead = state->dead;
2158 ret->won = state->won;
2159 ret->layout = state->layout;
2160 ret->layout->refcount++;
2161 ret->grid = snewn(ret->w * ret->h, char);
2162 memcpy(ret->grid, state->grid, ret->w * ret->h);
2163
2164 return ret;
2165 }
2166
2167 static void free_game(game_state *state)
2168 {
2169 if (--state->layout->refcount <= 0) {
2170 sfree(state->layout->mines);
2171 if (state->layout->rs)
2172 random_free(state->layout->rs);
2173 sfree(state->layout);
2174 }
2175 sfree(state->grid);
2176 sfree(state);
2177 }
2178
2179 static game_state *solve_game(game_state *state, game_aux_info *aux,
2180 char **error)
2181 {
2182 return NULL;
2183 }
2184
2185 static char *game_text_format(game_state *state)
2186 {
2187 char *ret;
2188 int x, y;
2189
2190 ret = snewn((state->w + 1) * state->h + 1, char);
2191 for (y = 0; y < state->h; y++) {
2192 for (x = 0; x < state->w; x++) {
2193 int v = state->grid[y*state->w+x];
2194 if (v == 0)
2195 v = '-';
2196 else if (v >= 1 && v <= 8)
2197 v = '0' + v;
2198 else if (v == -1)
2199 v = '*';
2200 else if (v == -2 || v == -3)
2201 v = '?';
2202 else if (v >= 64)
2203 v = '!';
2204 ret[y * (state->w+1) + x] = v;
2205 }
2206 ret[y * (state->w+1) + state->w] = '\n';
2207 }
2208 ret[(state->w + 1) * state->h] = '\0';
2209
2210 return ret;
2211 }
2212
2213 struct game_ui {
2214 int hx, hy, hradius; /* for mouse-down highlights */
2215 int flash_is_death;
2216 };
2217
2218 static game_ui *new_ui(game_state *state)
2219 {
2220 game_ui *ui = snew(game_ui);
2221 ui->hx = ui->hy = -1;
2222 ui->hradius = 0;
2223 ui->flash_is_death = FALSE; /* *shrug* */
2224 return ui;
2225 }
2226
2227 static void free_ui(game_ui *ui)
2228 {
2229 sfree(ui);
2230 }
2231
2232 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
2233 int button)
2234 {
2235 game_state *ret;
2236 int cx, cy;
2237
2238 if (from->dead || from->won)
2239 return NULL; /* no further moves permitted */
2240
2241 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2242 !IS_MOUSE_RELEASE(button))
2243 return NULL;
2244
2245 cx = FROMCOORD(x);
2246 cy = FROMCOORD(y);
2247 if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
2248 return NULL;
2249
2250 if (button == LEFT_BUTTON || button == LEFT_DRAG) {
2251 /*
2252 * Mouse-downs and mouse-drags just cause highlighting
2253 * updates.
2254 */
2255 ui->hx = cx;
2256 ui->hy = cy;
2257 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2258 return from;
2259 }
2260
2261 if (button == RIGHT_BUTTON) {
2262 /*
2263 * Right-clicking only works on a covered square, and it
2264 * toggles between -1 (marked as mine) and -2 (not marked
2265 * as mine).
2266 *
2267 * FIXME: question marks.
2268 */
2269 if (from->grid[cy * from->w + cx] != -2 &&
2270 from->grid[cy * from->w + cx] != -1)
2271 return NULL;
2272
2273 ret = dup_game(from);
2274 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2275
2276 return ret;
2277 }
2278
2279 if (button == LEFT_RELEASE) {
2280 ui->hx = ui->hy = -1;
2281 ui->hradius = 0;
2282
2283 /*
2284 * At this stage we must never return NULL: we have adjusted
2285 * the ui, so at worst we return `from'.
2286 */
2287
2288 /*
2289 * Left-clicking on a covered square opens a tile. Not
2290 * permitted if the tile is marked as a mine, for safety.
2291 * (Unmark it and _then_ open it.)
2292 */
2293 if (from->grid[cy * from->w + cx] == -2 ||
2294 from->grid[cy * from->w + cx] == -3) {
2295 ret = dup_game(from);
2296 open_square(ret, cx, cy);
2297 return ret;
2298 }
2299
2300 /*
2301 * Left-clicking on an uncovered tile: first we check to see if
2302 * the number of mine markers surrounding the tile is equal to
2303 * its mine count, and if so then we open all other surrounding
2304 * squares.
2305 */
2306 if (from->grid[cy * from->w + cx] > 0) {
2307 int dy, dx, n;
2308
2309 /* Count mine markers. */
2310 n = 0;
2311 for (dy = -1; dy <= +1; dy++)
2312 for (dx = -1; dx <= +1; dx++)
2313 if (cx+dx >= 0 && cx+dx < from->w &&
2314 cy+dy >= 0 && cy+dy < from->h) {
2315 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2316 n++;
2317 }
2318
2319 if (n == from->grid[cy * from->w + cx]) {
2320 ret = dup_game(from);
2321 for (dy = -1; dy <= +1; dy++)
2322 for (dx = -1; dx <= +1; dx++)
2323 if (cx+dx >= 0 && cx+dx < ret->w &&
2324 cy+dy >= 0 && cy+dy < ret->h &&
2325 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2326 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2327 open_square(ret, cx+dx, cy+dy);
2328 return ret;
2329 }
2330 }
2331
2332 return from;
2333 }
2334
2335 return NULL;
2336 }
2337
2338 /* ----------------------------------------------------------------------
2339 * Drawing routines.
2340 */
2341
2342 struct game_drawstate {
2343 int w, h, started;
2344 signed char *grid;
2345 /*
2346 * Items in this `grid' array have all the same values as in
2347 * the game_state grid, and in addition:
2348 *
2349 * - -10 means the tile was drawn `specially' as a result of a
2350 * flash, so it will always need redrawing.
2351 *
2352 * - -22 and -23 mean the tile is highlighted for a possible
2353 * click.
2354 */
2355 };
2356
2357 static void game_size(game_params *params, int *x, int *y)
2358 {
2359 *x = BORDER * 2 + TILE_SIZE * params->w;
2360 *y = BORDER * 2 + TILE_SIZE * params->h;
2361 }
2362
2363 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2364 {
2365 float *ret = snewn(3 * NCOLOURS, float);
2366
2367 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2368
2369 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2370 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2371 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2372
2373 ret[COL_1 * 3 + 0] = 0.0F;
2374 ret[COL_1 * 3 + 1] = 0.0F;
2375 ret[COL_1 * 3 + 2] = 1.0F;
2376
2377 ret[COL_2 * 3 + 0] = 0.0F;
2378 ret[COL_2 * 3 + 1] = 0.5F;
2379 ret[COL_2 * 3 + 2] = 0.0F;
2380
2381 ret[COL_3 * 3 + 0] = 1.0F;
2382 ret[COL_3 * 3 + 1] = 0.0F;
2383 ret[COL_3 * 3 + 2] = 0.0F;
2384
2385 ret[COL_4 * 3 + 0] = 0.0F;
2386 ret[COL_4 * 3 + 1] = 0.0F;
2387 ret[COL_4 * 3 + 2] = 0.5F;
2388
2389 ret[COL_5 * 3 + 0] = 0.5F;
2390 ret[COL_5 * 3 + 1] = 0.0F;
2391 ret[COL_5 * 3 + 2] = 0.0F;
2392
2393 ret[COL_6 * 3 + 0] = 0.0F;
2394 ret[COL_6 * 3 + 1] = 0.5F;
2395 ret[COL_6 * 3 + 2] = 0.5F;
2396
2397 ret[COL_7 * 3 + 0] = 0.0F;
2398 ret[COL_7 * 3 + 1] = 0.0F;
2399 ret[COL_7 * 3 + 2] = 0.0F;
2400
2401 ret[COL_8 * 3 + 0] = 0.5F;
2402 ret[COL_8 * 3 + 1] = 0.5F;
2403 ret[COL_8 * 3 + 2] = 0.5F;
2404
2405 ret[COL_MINE * 3 + 0] = 0.0F;
2406 ret[COL_MINE * 3 + 1] = 0.0F;
2407 ret[COL_MINE * 3 + 2] = 0.0F;
2408
2409 ret[COL_BANG * 3 + 0] = 1.0F;
2410 ret[COL_BANG * 3 + 1] = 0.0F;
2411 ret[COL_BANG * 3 + 2] = 0.0F;
2412
2413 ret[COL_CROSS * 3 + 0] = 1.0F;
2414 ret[COL_CROSS * 3 + 1] = 0.0F;
2415 ret[COL_CROSS * 3 + 2] = 0.0F;
2416
2417 ret[COL_FLAG * 3 + 0] = 1.0F;
2418 ret[COL_FLAG * 3 + 1] = 0.0F;
2419 ret[COL_FLAG * 3 + 2] = 0.0F;
2420
2421 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2422 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2423 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2424
2425 ret[COL_QUERY * 3 + 0] = 0.0F;
2426 ret[COL_QUERY * 3 + 1] = 0.0F;
2427 ret[COL_QUERY * 3 + 2] = 0.0F;
2428
2429 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2430 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2431 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2432
2433 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2434 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2435 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2436
2437 *ncolours = NCOLOURS;
2438 return ret;
2439 }
2440
2441 static game_drawstate *game_new_drawstate(game_state *state)
2442 {
2443 struct game_drawstate *ds = snew(struct game_drawstate);
2444
2445 ds->w = state->w;
2446 ds->h = state->h;
2447 ds->started = FALSE;
2448 ds->grid = snewn(ds->w * ds->h, char);
2449
2450 memset(ds->grid, -99, ds->w * ds->h);
2451
2452 return ds;
2453 }
2454
2455 static void game_free_drawstate(game_drawstate *ds)
2456 {
2457 sfree(ds->grid);
2458 sfree(ds);
2459 }
2460
2461 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2462 {
2463 if (v < 0) {
2464 int coords[12];
2465 int hl = 0;
2466
2467 if (v == -22 || v == -23) {
2468 v += 20;
2469
2470 /*
2471 * Omit the highlights in this case.
2472 */
2473 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2474 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2475 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2476 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2477 } else {
2478 /*
2479 * Draw highlights to indicate the square is covered.
2480 */
2481 coords[0] = x + TILE_SIZE - 1;
2482 coords[1] = y + TILE_SIZE - 1;
2483 coords[2] = x + TILE_SIZE - 1;
2484 coords[3] = y;
2485 coords[4] = x;
2486 coords[5] = y + TILE_SIZE - 1;
2487 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2488 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2489
2490 coords[0] = x;
2491 coords[1] = y;
2492 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2493 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2494
2495 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2496 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2497 bg);
2498 }
2499
2500 if (v == -1) {
2501 /*
2502 * Draw a flag.
2503 */
2504 #define SETCOORD(n, dx, dy) do { \
2505 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2506 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2507 } while (0)
2508 SETCOORD(0, 0.6, 0.35);
2509 SETCOORD(1, 0.6, 0.7);
2510 SETCOORD(2, 0.8, 0.8);
2511 SETCOORD(3, 0.25, 0.8);
2512 SETCOORD(4, 0.55, 0.7);
2513 SETCOORD(5, 0.55, 0.35);
2514 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2515 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2516
2517 SETCOORD(0, 0.6, 0.2);
2518 SETCOORD(1, 0.6, 0.5);
2519 SETCOORD(2, 0.2, 0.35);
2520 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2521 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2522 #undef SETCOORD
2523
2524 } else if (v == -3) {
2525 /*
2526 * Draw a question mark.
2527 */
2528 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2529 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2530 ALIGN_VCENTRE | ALIGN_HCENTRE,
2531 COL_QUERY, "?");
2532 }
2533 } else {
2534 /*
2535 * Clear the square to the background colour, and draw thin
2536 * grid lines along the top and left.
2537 *
2538 * Exception is that for value 65 (mine we've just trodden
2539 * on), we clear the square to COL_BANG.
2540 */
2541 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2542 (v == 65 ? COL_BANG :
2543 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2544 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2545 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2546
2547 if (v > 0 && v <= 8) {
2548 /*
2549 * Mark a number.
2550 */
2551 char str[2];
2552 str[0] = v + '0';
2553 str[1] = '\0';
2554 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2555 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2556 ALIGN_VCENTRE | ALIGN_HCENTRE,
2557 (COL_1 - 1) + v, str);
2558
2559 } else if (v >= 64) {
2560 /*
2561 * Mark a mine.
2562 *
2563 * FIXME: this could be done better!
2564 */
2565 #if 0
2566 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2567 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2568 ALIGN_VCENTRE | ALIGN_HCENTRE,
2569 COL_MINE, "*");
2570 #else
2571 {
2572 int cx = x + TILE_SIZE / 2;
2573 int cy = y + TILE_SIZE / 2;
2574 int r = TILE_SIZE / 2 - 3;
2575 int coords[4*5*2];
2576 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2577 int tdx, tdy, i;
2578
2579 for (i = 0; i < 4*5*2; i += 5*2) {
2580 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2581 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2582 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2583 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2584 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2585 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2586 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2587 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2588 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2589 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2590
2591 tdx = ydx;
2592 tdy = ydy;
2593 ydx = xdx;
2594 ydy = xdy;
2595 xdx = -tdx;
2596 xdy = -tdy;
2597 }
2598
2599 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2600 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2601
2602 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2603 }
2604 #endif
2605
2606 if (v == 66) {
2607 /*
2608 * Cross through the mine.
2609 */
2610 int dx;
2611 for (dx = -1; dx <= +1; dx++) {
2612 draw_line(fe, x + 3 + dx, y + 2,
2613 x + TILE_SIZE - 3 + dx,
2614 y + TILE_SIZE - 2, COL_CROSS);
2615 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2616 x + 3 + dx, y + TILE_SIZE - 2,
2617 COL_CROSS);
2618 }
2619 }
2620 }
2621 }
2622
2623 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2624 }
2625
2626 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2627 game_state *state, int dir, game_ui *ui,
2628 float animtime, float flashtime)
2629 {
2630 int x, y;
2631 int mines, markers, bg;
2632
2633 if (flashtime) {
2634 int frame = (flashtime / FLASH_FRAME);
2635 if (frame % 2)
2636 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2637 else
2638 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2639 } else
2640 bg = COL_BACKGROUND;
2641
2642 if (!ds->started) {
2643 int coords[6];
2644
2645 draw_rect(fe, 0, 0,
2646 TILE_SIZE * state->w + 2 * BORDER,
2647 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2648 draw_update(fe, 0, 0,
2649 TILE_SIZE * state->w + 2 * BORDER,
2650 TILE_SIZE * state->h + 2 * BORDER);
2651
2652 /*
2653 * Recessed area containing the whole puzzle.
2654 */
2655 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2656 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2657 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2658 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2659 coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2660 coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2661 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
2662 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
2663
2664 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2665 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2666 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
2667 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
2668
2669 ds->started = TRUE;
2670 }
2671
2672 /*
2673 * Now draw the tiles. Also in this loop, count up the number
2674 * of mines and mine markers.
2675 */
2676 mines = markers = 0;
2677 for (y = 0; y < ds->h; y++)
2678 for (x = 0; x < ds->w; x++) {
2679 int v = state->grid[y*ds->w+x];
2680
2681 if (v == -1)
2682 markers++;
2683 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2684 mines++;
2685
2686 if ((v == -2 || v == -3) &&
2687 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2688 v -= 20;
2689
2690 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2691 draw_tile(fe, COORD(x), COORD(y), v, bg);
2692 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2693 }
2694 }
2695
2696 if (!state->layout->mines)
2697 mines = state->layout->n;
2698
2699 /*
2700 * Update the status bar.
2701 */
2702 {
2703 char statusbar[512];
2704 if (state->dead) {
2705 sprintf(statusbar, "GAME OVER!");
2706 } else if (state->won) {
2707 sprintf(statusbar, "COMPLETED!");
2708 } else {
2709 sprintf(statusbar, "Mines marked: %d / %d", markers, mines);
2710 }
2711 status_bar(fe, statusbar);
2712 }
2713 }
2714
2715 static float game_anim_length(game_state *oldstate, game_state *newstate,
2716 int dir, game_ui *ui)
2717 {
2718 return 0.0F;
2719 }
2720
2721 static float game_flash_length(game_state *oldstate, game_state *newstate,
2722 int dir, game_ui *ui)
2723 {
2724 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2725 if (newstate->dead) {
2726 ui->flash_is_death = TRUE;
2727 return 3 * FLASH_FRAME;
2728 }
2729 if (newstate->won) {
2730 ui->flash_is_death = FALSE;
2731 return 2 * FLASH_FRAME;
2732 }
2733 }
2734 return 0.0F;
2735 }
2736
2737 static int game_wants_statusbar(void)
2738 {
2739 return TRUE;
2740 }
2741
2742 static int game_timing_state(game_state *state)
2743 {
2744 if (state->dead || state->won || !state->layout->mines)
2745 return FALSE;
2746 return TRUE;
2747 }
2748
2749 #ifdef COMBINED
2750 #define thegame mines
2751 #endif
2752
2753 const struct game thegame = {
2754 "Mines", "games.mines",
2755 default_params,
2756 game_fetch_preset,
2757 decode_params,
2758 encode_params,
2759 free_params,
2760 dup_params,
2761 TRUE, game_configure, custom_params,
2762 validate_params,
2763 new_game_desc,
2764 game_free_aux_info,
2765 validate_desc,
2766 new_game,
2767 dup_game,
2768 free_game,
2769 FALSE, solve_game,
2770 TRUE, game_text_format,
2771 new_ui,
2772 free_ui,
2773 make_move,
2774 game_size,
2775 game_colours,
2776 game_new_drawstate,
2777 game_free_drawstate,
2778 game_redraw,
2779 game_anim_length,
2780 game_flash_length,
2781 game_wants_statusbar,
2782 TRUE, game_timing_state,
2783 };