2 * mines.c: Minesweeper clone with sophisticated grid generation.
6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
21 COL_BACKGROUND
, COL_BACKGROUND2
,
22 COL_1
, COL_2
, COL_3
, COL_4
, COL_5
, COL_6
, COL_7
, COL_8
,
23 COL_MINE
, COL_BANG
, COL_CROSS
, COL_FLAG
, COL_FLAGBASE
, COL_QUERY
,
24 COL_HIGHLIGHT
, COL_LOWLIGHT
,
29 #define BORDER (TILE_SIZE * 3 / 2)
30 #define HIGHLIGHT_WIDTH 2
31 #define OUTER_HIGHLIGHT_WIDTH 3
32 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
33 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
35 #define FLASH_FRAME 0.13F
44 * This structure is shared between all the game_states for a
45 * given instance of the puzzle, so we reference-count it.
50 * If we haven't yet actually generated the mine layout, here's
51 * all the data we will need to do so.
55 midend_data
*me
; /* to give back the new game desc */
59 int w
, h
, n
, dead
, won
;
60 int used_solve
, just_used_solve
;
61 struct mine_layout
*layout
; /* real mine positions */
62 signed char *grid
; /* player knowledge */
64 * Each item in the `grid' array is one of the following values:
66 * - 0 to 8 mean the square is open and has a surrounding mine
69 * - -1 means the square is marked as a mine.
71 * - -2 means the square is unknown.
73 * - -3 means the square is marked with a question mark
74 * (FIXME: do we even want to bother with this?).
76 * - 64 means the square has had a mine revealed when the game
79 * - 65 means the square had a mine revealed and this was the
80 * one the player hits.
82 * - 66 means the square has a crossed-out mine because the
83 * player had incorrectly marked it.
87 static game_params
*default_params(void)
89 game_params
*ret
= snew(game_params
);
98 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
102 static const struct { int w
, h
, n
; } values
[] = {
108 if (i
< 0 || i
>= lenof(values
))
111 ret
= snew(game_params
);
112 ret
->w
= values
[i
].w
;
113 ret
->h
= values
[i
].h
;
114 ret
->n
= values
[i
].n
;
117 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
124 static void free_params(game_params
*params
)
129 static game_params
*dup_params(game_params
*params
)
131 game_params
*ret
= snew(game_params
);
132 *ret
= *params
; /* structure copy */
136 static void decode_params(game_params
*params
, char const *string
)
138 char const *p
= string
;
141 while (*p
&& isdigit((unsigned char)*p
)) p
++;
145 while (*p
&& isdigit((unsigned char)*p
)) p
++;
147 params
->h
= params
->w
;
152 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
154 params
->n
= params
->w
* params
->h
/ 10;
160 params
->unique
= FALSE
;
162 p
++; /* skip any other gunk */
166 static char *encode_params(game_params
*params
, int full
)
171 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
173 * Mine count is a generation-time parameter, since it can be
174 * deduced from the mine bitmap!
177 len
+= sprintf(ret
+len
, "n%d", params
->n
);
178 if (full
&& !params
->unique
)
180 assert(len
< lenof(ret
));
186 static config_item
*game_configure(game_params
*params
)
191 ret
= snewn(5, config_item
);
193 ret
[0].name
= "Width";
194 ret
[0].type
= C_STRING
;
195 sprintf(buf
, "%d", params
->w
);
196 ret
[0].sval
= dupstr(buf
);
199 ret
[1].name
= "Height";
200 ret
[1].type
= C_STRING
;
201 sprintf(buf
, "%d", params
->h
);
202 ret
[1].sval
= dupstr(buf
);
205 ret
[2].name
= "Mines";
206 ret
[2].type
= C_STRING
;
207 sprintf(buf
, "%d", params
->n
);
208 ret
[2].sval
= dupstr(buf
);
211 ret
[3].name
= "Ensure solubility";
212 ret
[3].type
= C_BOOLEAN
;
214 ret
[3].ival
= params
->unique
;
224 static game_params
*custom_params(config_item
*cfg
)
226 game_params
*ret
= snew(game_params
);
228 ret
->w
= atoi(cfg
[0].sval
);
229 ret
->h
= atoi(cfg
[1].sval
);
230 ret
->n
= atoi(cfg
[2].sval
);
231 if (strchr(cfg
[2].sval
, '%'))
232 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
233 ret
->unique
= cfg
[3].ival
;
238 static char *validate_params(game_params
*params
)
241 * Lower limit on grid size: each dimension must be at least 3.
242 * 1 is theoretically workable if rather boring, but 2 is a
243 * real problem: there is often _no_ way to generate a uniquely
244 * solvable 2xn Mines grid. You either run into two mines
245 * blocking the way and no idea what's behind them, or one mine
246 * and no way to know which of the two rows it's in. If the
247 * mine count is even you can create a soluble grid by packing
248 * all the mines at one end (so what when you hit a two-mine
249 * wall there are only as many covered squares left as there
250 * are mines); but if it's odd, you are doomed, because you
251 * _have_ to have a gap somewhere which you can't determine the
254 if (params
->w
<= 2 || params
->h
<= 2)
255 return "Width and height must both be greater than two";
256 if (params
->n
> params
->w
* params
->h
- 9)
257 return "Too many mines for grid size";
260 * FIXME: Need more constraints here. Not sure what the
261 * sensible limits for Minesweeper actually are. The limits
262 * probably ought to change, however, depending on uniqueness.
268 /* ----------------------------------------------------------------------
269 * Minesweeper solver, used to ensure the generated grids are
270 * solvable without having to take risks.
274 * Count the bits in a word. Only needs to cope with 16 bits.
276 static int bitcount16(int word
)
278 word
= ((word
& 0xAAAA) >> 1) + (word
& 0x5555);
279 word
= ((word
& 0xCCCC) >> 2) + (word
& 0x3333);
280 word
= ((word
& 0xF0F0) >> 4) + (word
& 0x0F0F);
281 word
= ((word
& 0xFF00) >> 8) + (word
& 0x00FF);
287 * We use a tree234 to store a large number of small localised
288 * sets, each with a mine count. We also keep some of those sets
289 * linked together into a to-do list.
292 short x
, y
, mask
, mines
;
294 struct set
*prev
, *next
;
297 static int setcmp(void *av
, void *bv
)
299 struct set
*a
= (struct set
*)av
;
300 struct set
*b
= (struct set
*)bv
;
304 else if (a
->y
> b
->y
)
306 else if (a
->x
< b
->x
)
308 else if (a
->x
> b
->x
)
310 else if (a
->mask
< b
->mask
)
312 else if (a
->mask
> b
->mask
)
320 struct set
*todo_head
, *todo_tail
;
323 static struct setstore
*ss_new(void)
325 struct setstore
*ss
= snew(struct setstore
);
326 ss
->sets
= newtree234(setcmp
);
327 ss
->todo_head
= ss
->todo_tail
= NULL
;
332 * Take two input sets, in the form (x,y,mask). Munge the first by
333 * taking either its intersection with the second or its difference
334 * with the second. Return the new mask part of the first set.
336 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
340 * Adjust the second set so that it has the same x,y
341 * coordinates as the first.
343 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
347 mask2
&= ~(4|32|256);
357 mask2
&= ~(64|128|256);
369 * Invert the second set if `diff' is set (we're after A &~ B
370 * rather than A & B).
376 * Now all that's left is a logical AND.
378 return mask1
& mask2
;
381 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
384 return; /* already on it */
386 #ifdef SOLVER_DIAGNOSTICS
387 printf("adding set on todo list: %d,%d %03x %d\n",
388 s
->x
, s
->y
, s
->mask
, s
->mines
);
391 s
->prev
= ss
->todo_tail
;
401 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
408 * Normalise so that x and y are genuinely the bounding
411 while (!(mask
& (1|8|64)))
413 while (!(mask
& (1|2|4)))
417 * Create a set structure and add it to the tree.
419 s
= snew(struct set
);
425 if (add234(ss
->sets
, s
) != s
) {
427 * This set already existed! Free it and return.
434 * We've added a new set to the tree, so put it on the todo
440 static void ss_remove(struct setstore
*ss
, struct set
*s
)
442 struct set
*next
= s
->next
, *prev
= s
->prev
;
444 #ifdef SOLVER_DIAGNOSTICS
445 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
448 * Remove s from the todo list.
452 else if (s
== ss
->todo_head
)
453 ss
->todo_head
= next
;
457 else if (s
== ss
->todo_tail
)
458 ss
->todo_tail
= prev
;
463 * Remove s from the tree.
468 * Destroy the actual set structure.
474 * Return a dynamically allocated list of all the sets which
475 * overlap a provided input set.
477 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
479 struct set
**ret
= NULL
;
480 int nret
= 0, retsize
= 0;
483 for (xx
= x
-3; xx
< x
+3; xx
++)
484 for (yy
= y
-3; yy
< y
+3; yy
++) {
489 * Find the first set with these top left coordinates.
495 if (findrelpos234(ss
->sets
, &stmp
, NULL
, REL234_GE
, &pos
)) {
496 while ((s
= index234(ss
->sets
, pos
)) != NULL
&&
497 s
->x
== xx
&& s
->y
== yy
) {
499 * This set potentially overlaps the input one.
500 * Compute the intersection to see if they
501 * really overlap, and add it to the list if
504 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
506 * There's an overlap.
508 if (nret
>= retsize
) {
510 ret
= sresize(ret
, retsize
, struct set
*);
520 ret
= sresize(ret
, nret
+1, struct set
*);
527 * Get an element from the head of the set todo list.
529 static struct set
*ss_todo(struct setstore
*ss
)
532 struct set
*ret
= ss
->todo_head
;
533 ss
->todo_head
= ret
->next
;
535 ss
->todo_head
->prev
= NULL
;
537 ss
->todo_tail
= NULL
;
538 ret
->next
= ret
->prev
= NULL
;
551 static void std_add(struct squaretodo
*std
, int i
)
554 std
->next
[std
->tail
] = i
;
561 static void known_squares(int w
, int h
, struct squaretodo
*std
,
563 int (*open
)(void *ctx
, int x
, int y
), void *openctx
,
564 int x
, int y
, int mask
, int mine
)
570 for (yy
= 0; yy
< 3; yy
++)
571 for (xx
= 0; xx
< 3; xx
++) {
573 int i
= (y
+ yy
) * w
+ (x
+ xx
);
576 * It's possible that this square is _already_
577 * known, in which case we don't try to add it to
583 grid
[i
] = -1; /* and don't open it! */
585 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
586 assert(grid
[i
] != -1); /* *bang* */
597 * This is data returned from the `perturb' function. It details
598 * which squares have become mines and which have become clear. The
599 * solver is (of course) expected to honourably not use that
600 * knowledge directly, but to efficently adjust its internal data
601 * structures and proceed based on only the information it
604 struct perturbation
{
606 int delta
; /* +1 == become a mine; -1 == cleared */
608 struct perturbations
{
610 struct perturbation
*changes
;
614 * Main solver entry point. You give it a grid of existing
615 * knowledge (-1 for a square known to be a mine, 0-8 for empty
616 * squares with a given number of neighbours, -2 for completely
617 * unknown), plus a function which you can call to open new squares
618 * once you're confident of them. It fills in as much more of the
623 * - -1 means deduction stalled and nothing could be done
624 * - 0 means deduction succeeded fully
625 * - >0 means deduction succeeded but some number of perturbation
626 * steps were required; the exact return value is the number of
629 static int minesolve(int w
, int h
, int n
, signed char *grid
,
630 int (*open
)(void *ctx
, int x
, int y
),
631 struct perturbations
*(*perturb
)(void *ctx
,
633 int x
, int y
, int mask
),
634 void *ctx
, random_state
*rs
)
636 struct setstore
*ss
= ss_new();
638 struct squaretodo astd
, *std
= &astd
;
643 * Set up a linked list of squares with known contents, so that
644 * we can process them one by one.
646 std
->next
= snewn(w
*h
, int);
647 std
->head
= std
->tail
= -1;
650 * Initialise that list with all known squares in the input
653 for (y
= 0; y
< h
; y
++) {
654 for (x
= 0; x
< w
; x
++) {
662 * Main deductive loop.
665 int done_something
= FALSE
;
669 * If there are any known squares on the todo list, process
670 * them and construct a set for each.
672 while (std
->head
!= -1) {
674 #ifdef SOLVER_DIAGNOSTICS
675 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
677 std
->head
= std
->next
[i
];
685 int dx
, dy
, mines
, bit
, val
;
686 #ifdef SOLVER_DIAGNOSTICS
687 printf("creating set around this square\n");
690 * Empty square. Construct the set of non-known squares
691 * around this one, and determine its mine count.
696 for (dy
= -1; dy
<= +1; dy
++) {
697 for (dx
= -1; dx
<= +1; dx
++) {
698 #ifdef SOLVER_DIAGNOSTICS
699 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
701 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
702 /* ignore this one */;
703 else if (grid
[i
+dy
*w
+dx
] == -1)
705 else if (grid
[i
+dy
*w
+dx
] == -2)
711 ss_add(ss
, x
-1, y
-1, val
, mines
);
715 * Now, whether the square is empty or full, we must
716 * find any set which contains it and replace it with
717 * one which does not.
720 #ifdef SOLVER_DIAGNOSTICS
721 printf("finding sets containing known square %d,%d\n", x
, y
);
723 list
= ss_overlap(ss
, x
, y
, 1);
725 for (j
= 0; list
[j
]; j
++) {
726 int newmask
, newmines
;
731 * Compute the mask for this set minus the
732 * newly known square.
734 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
737 * Compute the new mine count.
739 newmines
= s
->mines
- (grid
[i
] == -1);
742 * Insert the new set into the collection,
743 * unless it's been whittled right down to
747 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
750 * Destroy the old one; it is actually obsolete.
759 * Marking a fresh square as known certainly counts as
762 done_something
= TRUE
;
766 * Now pick a set off the to-do list and attempt deductions
769 if ((s
= ss_todo(ss
)) != NULL
) {
771 #ifdef SOLVER_DIAGNOSTICS
772 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
775 * Firstly, see if this set has a mine count of zero or
776 * of its own cardinality.
778 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
780 * If so, we can immediately mark all the squares
781 * in the set as known.
783 #ifdef SOLVER_DIAGNOSTICS
786 known_squares(w
, h
, std
, grid
, open
, ctx
,
787 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
790 * Having done that, we need do nothing further
791 * with this set; marking all the squares in it as
792 * known will eventually eliminate it, and will
793 * also permit further deductions about anything
800 * Failing that, we now search through all the sets
801 * which overlap this one.
803 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
805 for (j
= 0; list
[j
]; j
++) {
806 struct set
*s2
= list
[j
];
807 int swing
, s2wing
, swc
, s2wc
;
810 * Find the non-overlapping parts s2-s and s-s2,
811 * and their cardinalities.
813 * I'm going to refer to these parts as `wings'
814 * surrounding the central part common to both
815 * sets. The `s wing' is s-s2; the `s2 wing' is
818 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
820 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
822 swc
= bitcount16(swing
);
823 s2wc
= bitcount16(s2wing
);
826 * If one set has more mines than the other, and
827 * the number of extra mines is equal to the
828 * cardinality of that set's wing, then we can mark
829 * every square in the wing as a known mine, and
830 * every square in the other wing as known clear.
832 if (swc
== s
->mines
- s2
->mines
||
833 s2wc
== s2
->mines
- s
->mines
) {
834 known_squares(w
, h
, std
, grid
, open
, ctx
,
836 (swc
== s
->mines
- s2
->mines
));
837 known_squares(w
, h
, std
, grid
, open
, ctx
,
838 s2
->x
, s2
->y
, s2wing
,
839 (s2wc
== s2
->mines
- s
->mines
));
844 * Failing that, see if one set is a subset of the
845 * other. If so, we can divide up the mine count of
846 * the larger set between the smaller set and its
847 * complement, even if neither smaller set ends up
848 * being immediately clearable.
850 if (swc
== 0 && s2wc
!= 0) {
851 /* s is a subset of s2. */
852 assert(s2
->mines
> s
->mines
);
853 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
854 } else if (s2wc
== 0 && swc
!= 0) {
855 /* s2 is a subset of s. */
856 assert(s
->mines
> s2
->mines
);
857 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
864 * In this situation we have definitely done
865 * _something_, even if it's only reducing the size of
868 done_something
= TRUE
;
871 * We have nothing left on our todo list, which means
872 * all localised deductions have failed. Our next step
873 * is to resort to global deduction based on the total
874 * mine count. This is computationally expensive
875 * compared to any of the above deductions, which is
876 * why we only ever do it when all else fails, so that
877 * hopefully it won't have to happen too often.
879 * If you pass n<0 into this solver, that informs it
880 * that you do not know the total mine count, so it
881 * won't even attempt these deductions.
884 int minesleft
, squaresleft
;
885 int nsets
, setused
[10], cursor
;
888 * Start by scanning the current grid state to work out
889 * how many unknown squares we still have, and how many
890 * mines are to be placed in them.
894 for (i
= 0; i
< w
*h
; i
++) {
897 else if (grid
[i
] == -2)
901 #ifdef SOLVER_DIAGNOSTICS
902 printf("global deduction time: squaresleft=%d minesleft=%d\n",
903 squaresleft
, minesleft
);
904 for (y
= 0; y
< h
; y
++) {
905 for (x
= 0; x
< w
; x
++) {
921 * If there _are_ no unknown squares, we have actually
924 if (squaresleft
== 0) {
925 assert(minesleft
== 0);
930 * First really simple case: if there are no more mines
931 * left, or if there are exactly as many mines left as
932 * squares to play them in, then it's all easy.
934 if (minesleft
== 0 || minesleft
== squaresleft
) {
935 for (i
= 0; i
< w
*h
; i
++)
937 known_squares(w
, h
, std
, grid
, open
, ctx
,
938 i
% w
, i
/ w
, 1, minesleft
!= 0);
939 continue; /* now go back to main deductive loop */
943 * Failing that, we have to do some _real_ work.
944 * Ideally what we do here is to try every single
945 * combination of the currently available sets, in an
946 * attempt to find a disjoint union (i.e. a set of
947 * squares with a known mine count between them) such
948 * that the remaining unknown squares _not_ contained
949 * in that union either contain no mines or are all
952 * Actually enumerating all 2^n possibilities will get
953 * a bit slow for large n, so I artificially cap this
954 * recursion at n=10 to avoid too much pain.
956 nsets
= count234(ss
->sets
);
957 if (nsets
<= lenof(setused
)) {
959 * Doing this with actual recursive function calls
960 * would get fiddly because a load of local
961 * variables from this function would have to be
962 * passed down through the recursion. So instead
963 * I'm going to use a virtual recursion within this
964 * function. The way this works is:
966 * - we have an array `setused', such that
967 * setused[n] is 0 or 1 depending on whether set
968 * n is currently in the union we are
971 * - we have a value `cursor' which indicates how
972 * much of `setused' we have so far filled in.
973 * It's conceptually the recursion depth.
975 * We begin by setting `cursor' to zero. Then:
977 * - if cursor can advance, we advance it by one.
978 * We set the value in `setused' that it went
979 * past to 1 if that set is disjoint from
980 * anything else currently in `setused', or to 0
983 * - If cursor cannot advance because it has
984 * reached the end of the setused list, then we
985 * have a maximal disjoint union. Check to see
986 * whether its mine count has any useful
987 * properties. If so, mark all the squares not
988 * in the union as known and terminate.
990 * - If cursor has reached the end of setused and
991 * the algorithm _hasn't_ terminated, back
992 * cursor up to the nearest 1, turn it into a 0
993 * and advance cursor just past it.
995 * - If we attempt to back up to the nearest 1 and
996 * there isn't one at all, then we have gone
997 * through all disjoint unions of sets in the
998 * list and none of them has been helpful, so we
1001 struct set
*sets
[lenof(setused
)];
1002 for (i
= 0; i
< nsets
; i
++)
1003 sets
[i
] = index234(ss
->sets
, i
);
1008 if (cursor
< nsets
) {
1011 /* See if any existing set overlaps this one. */
1012 for (i
= 0; i
< cursor
; i
++)
1014 setmunge(sets
[cursor
]->x
,
1017 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1025 * We're adding this set to our union,
1026 * so adjust minesleft and squaresleft
1029 minesleft
-= sets
[cursor
]->mines
;
1030 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1033 setused
[cursor
++] = ok
;
1035 #ifdef SOLVER_DIAGNOSTICS
1036 printf("trying a set combination with %d %d\n",
1037 squaresleft
, minesleft
);
1038 #endif /* SOLVER_DIAGNOSTICS */
1041 * We've reached the end. See if we've got
1042 * anything interesting.
1044 if (squaresleft
> 0 &&
1045 (minesleft
== 0 || minesleft
== squaresleft
)) {
1047 * We have! There is at least one
1048 * square not contained within the set
1049 * union we've just found, and we can
1050 * deduce that either all such squares
1051 * are mines or all are not (depending
1052 * on whether minesleft==0). So now all
1053 * we have to do is actually go through
1054 * the grid, find those squares, and
1057 for (i
= 0; i
< w
*h
; i
++)
1058 if (grid
[i
] == -2) {
1062 for (j
= 0; j
< nsets
; j
++)
1064 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1065 sets
[j
]->mask
, x
, y
, 1,
1071 known_squares(w
, h
, std
, grid
,
1073 x
, y
, 1, minesleft
!= 0);
1076 done_something
= TRUE
;
1077 break; /* return to main deductive loop */
1081 * If we reach here, then this union hasn't
1082 * done us any good, so move on to the
1083 * next. Backtrack cursor to the nearest 1,
1084 * change it to a 0 and continue.
1086 while (--cursor
>= 0 && !setused
[cursor
]);
1088 assert(setused
[cursor
]);
1091 * We're removing this set from our
1092 * union, so re-increment minesleft and
1095 minesleft
+= sets
[cursor
]->mines
;
1096 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1098 setused
[cursor
++] = 0;
1101 * We've backtracked all the way to the
1102 * start without finding a single 1,
1103 * which means that our virtual
1104 * recursion is complete and nothing
1119 #ifdef SOLVER_DIAGNOSTICS
1121 * Dump the current known state of the grid.
1123 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1124 for (y
= 0; y
< h
; y
++) {
1125 for (x
= 0; x
< w
; x
++) {
1126 int v
= grid
[y
*w
+x
];
1142 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1143 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1148 * Now we really are at our wits' end as far as solving
1149 * this grid goes. Our only remaining option is to call
1150 * a perturb function and ask it to modify the grid to
1154 struct perturbations
*ret
;
1160 * Choose a set at random from the current selection,
1161 * and ask the perturb function to either fill or empty
1164 * If we have no sets at all, we must give up.
1166 if (count234(ss
->sets
) == 0) {
1167 #ifdef SOLVER_DIAGNOSTICS
1168 printf("perturbing on entire unknown set\n");
1170 ret
= perturb(ctx
, grid
, 0, 0, 0);
1172 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1173 #ifdef SOLVER_DIAGNOSTICS
1174 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1176 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1180 assert(ret
->n
> 0); /* otherwise should have been NULL */
1183 * A number of squares have been fiddled with, and
1184 * the returned structure tells us which. Adjust
1185 * the mine count in any set which overlaps one of
1186 * those squares, and put them back on the to-do
1187 * list. Also, if the square itself is marked as a
1188 * known non-mine, put it back on the squares-to-do
1191 for (i
= 0; i
< ret
->n
; i
++) {
1192 #ifdef SOLVER_DIAGNOSTICS
1193 printf("perturbation %s mine at %d,%d\n",
1194 ret
->changes
[i
].delta
> 0 ?
"added" : "removed",
1195 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1198 if (ret
->changes
[i
].delta
< 0 &&
1199 grid
[ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
] != -2) {
1200 std_add(std
, ret
->changes
[i
].y
*w
+ret
->changes
[i
].x
);
1203 list
= ss_overlap(ss
,
1204 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1206 for (j
= 0; list
[j
]; j
++) {
1207 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1208 ss_add_todo(ss
, list
[j
]);
1215 * Now free the returned data.
1217 sfree(ret
->changes
);
1220 #ifdef SOLVER_DIAGNOSTICS
1222 * Dump the current known state of the grid.
1224 printf("state after perturbation:\n");
1225 for (y
= 0; y
< h
; y
++) {
1226 for (x
= 0; x
< w
; x
++) {
1227 int v
= grid
[y
*w
+x
];
1243 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1244 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1249 * And now we can go back round the deductive loop.
1256 * If we get here, even that didn't work (either we didn't
1257 * have a perturb function or it returned failure), so we
1264 * See if we've got any unknown squares left.
1266 for (y
= 0; y
< h
; y
++)
1267 for (x
= 0; x
< w
; x
++)
1268 if (grid
[y
*w
+x
] == -2) {
1269 nperturbs
= -1; /* failed to complete */
1274 * Free the set list and square-todo list.
1278 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1280 freetree234(ss
->sets
);
1288 /* ----------------------------------------------------------------------
1289 * Grid generator which uses the above solver.
1296 int allow_big_perturbs
;
1300 static int mineopen(void *vctx
, int x
, int y
)
1302 struct minectx
*ctx
= (struct minectx
*)vctx
;
1305 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1306 if (ctx
->grid
[y
* ctx
->w
+ x
])
1307 return -1; /* *bang* */
1310 for (i
= -1; i
<= +1; i
++) {
1311 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1313 for (j
= -1; j
<= +1; j
++) {
1314 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1316 if (i
== 0 && j
== 0)
1318 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1326 /* Structure used internally to mineperturb(). */
1328 int x
, y
, type
, random
;
1330 static int squarecmp(const void *av
, const void *bv
)
1332 const struct square
*a
= (const struct square
*)av
;
1333 const struct square
*b
= (const struct square
*)bv
;
1334 if (a
->type
< b
->type
)
1336 else if (a
->type
> b
->type
)
1338 else if (a
->random
< b
->random
)
1340 else if (a
->random
> b
->random
)
1342 else if (a
->y
< b
->y
)
1344 else if (a
->y
> b
->y
)
1346 else if (a
->x
< b
->x
)
1348 else if (a
->x
> b
->x
)
1354 * Normally this function is passed an (x,y,mask) set description.
1355 * On occasions, though, there is no _localised_ set being used,
1356 * and the set being perturbed is supposed to be the entirety of
1357 * the unreachable area. This is signified by the special case
1358 * mask==0: in this case, anything labelled -2 in the grid is part
1361 * Allowing perturbation in this special case appears to make it
1362 * guaranteeably possible to generate a workable grid for any mine
1363 * density, but they tend to be a bit boring, with mines packed
1364 * densely into far corners of the grid and the remainder being
1365 * less dense than one might like. Therefore, to improve overall
1366 * grid quality I disable this feature for the first few attempts,
1367 * and fall back to it after no useful grid has been generated.
1369 static struct perturbations
*mineperturb(void *vctx
, signed char *grid
,
1370 int setx
, int sety
, int mask
)
1372 struct minectx
*ctx
= (struct minectx
*)vctx
;
1373 struct square
*sqlist
;
1374 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1375 struct square
**tofill
, **toempty
, **todo
;
1376 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1377 struct perturbations
*ret
;
1380 if (!mask
&& !ctx
->allow_big_perturbs
)
1384 * Make a list of all the squares in the grid which we can
1385 * possibly use. This list should be in preference order, which
1388 * - first, unknown squares on the boundary of known space
1389 * - next, unknown squares beyond that boundary
1390 * - as a very last resort, known squares, but not within one
1391 * square of the starting position.
1393 * Each of these sections needs to be shuffled independently.
1394 * We do this by preparing list of all squares and then sorting
1395 * it with a random secondary key.
1397 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1399 for (y
= 0; y
< ctx
->h
; y
++)
1400 for (x
= 0; x
< ctx
->w
; x
++) {
1402 * If this square is too near the starting position,
1403 * don't put it on the list at all.
1405 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1409 * If this square is in the input set, also don't put
1412 if ((mask
== 0 && grid
[y
*ctx
->w
+x
] == -2) ||
1413 (x
>= setx
&& x
< setx
+ 3 &&
1414 y
>= sety
&& y
< sety
+ 3 &&
1415 mask
& (1 << ((y
-sety
)*3+(x
-setx
)))))
1421 if (grid
[y
*ctx
->w
+x
] != -2) {
1422 sqlist
[n
].type
= 3; /* known square */
1425 * Unknown square. Examine everything around it and
1426 * see if it borders on any known squares. If it
1427 * does, it's class 1, otherwise it's 2.
1432 for (dy
= -1; dy
<= +1; dy
++)
1433 for (dx
= -1; dx
<= +1; dx
++)
1434 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1435 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1436 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1443 * Finally, a random number to cause qsort to
1444 * shuffle within each group.
1446 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1451 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1454 * Now count up the number of full and empty squares in the set
1455 * we've been provided.
1459 for (dy
= 0; dy
< 3; dy
++)
1460 for (dx
= 0; dx
< 3; dx
++)
1461 if (mask
& (1 << (dy
*3+dx
))) {
1462 assert(setx
+dx
<= ctx
->w
);
1463 assert(sety
+dy
<= ctx
->h
);
1464 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1470 for (y
= 0; y
< ctx
->h
; y
++)
1471 for (x
= 0; x
< ctx
->w
; x
++)
1472 if (grid
[y
*ctx
->w
+x
] == -2) {
1473 if (ctx
->grid
[y
*ctx
->w
+x
])
1481 * Now go through our sorted list until we find either `nfull'
1482 * empty squares, or `nempty' full squares; these will be
1483 * swapped with the appropriate squares in the set to either
1484 * fill or empty the set while keeping the same number of mines
1487 ntofill
= ntoempty
= 0;
1489 tofill
= snewn(9, struct square
*);
1490 toempty
= snewn(9, struct square
*);
1492 tofill
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1493 toempty
= snewn(ctx
->w
* ctx
->h
, struct square
*);
1495 for (i
= 0; i
< n
; i
++) {
1496 struct square
*sq
= &sqlist
[i
];
1497 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1498 toempty
[ntoempty
++] = sq
;
1500 tofill
[ntofill
++] = sq
;
1501 if (ntofill
== nfull
|| ntoempty
== nempty
)
1506 * If we haven't found enough empty squares outside the set to
1507 * empty it into _or_ enough full squares outside it to fill it
1508 * up with, we'll have to settle for doing only a partial job.
1509 * In this case we choose to always _fill_ the set (because
1510 * this case will tend to crop up when we're working with very
1511 * high mine densities and the only way to get a solvable grid
1512 * is going to be to pack most of the mines solidly around the
1513 * edges). So now our job is to make a list of the empty
1514 * squares in the set, and shuffle that list so that we fill a
1515 * random selection of them.
1517 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1520 assert(ntoempty
!= 0);
1522 setlist
= snewn(ctx
->w
* ctx
->h
, int);
1525 for (dy
= 0; dy
< 3; dy
++)
1526 for (dx
= 0; dx
< 3; dx
++)
1527 if (mask
& (1 << (dy
*3+dx
))) {
1528 assert(setx
+dx
<= ctx
->w
);
1529 assert(sety
+dy
<= ctx
->h
);
1530 if (!ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1531 setlist
[i
++] = (sety
+dy
)*ctx
->w
+(setx
+dx
);
1534 for (y
= 0; y
< ctx
->h
; y
++)
1535 for (x
= 0; x
< ctx
->w
; x
++)
1536 if (grid
[y
*ctx
->w
+x
] == -2) {
1537 if (!ctx
->grid
[y
*ctx
->w
+x
])
1538 setlist
[i
++] = y
*ctx
->w
+x
;
1541 assert(i
> ntoempty
);
1543 * Now pick `ntoempty' items at random from the list.
1545 for (k
= 0; k
< ntoempty
; k
++) {
1546 int index
= k
+ random_upto(ctx
->rs
, i
- k
);
1550 setlist
[k
] = setlist
[index
];
1551 setlist
[index
] = tmp
;
1557 * Now we're pretty much there. We need to either
1558 * (a) put a mine in each of the empty squares in the set, and
1559 * take one out of each square in `toempty'
1560 * (b) take a mine out of each of the full squares in the set,
1561 * and put one in each square in `tofill'
1562 * depending on which one we've found enough squares to do.
1564 * So we start by constructing our list of changes to return to
1565 * the solver, so that it can update its data structures
1566 * efficiently rather than having to rescan the whole grid.
1568 ret
= snew(struct perturbations
);
1569 if (ntofill
== nfull
) {
1577 * (We also fall into this case if we've constructed a
1587 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1588 for (i
= 0; i
< ntodo
; i
++) {
1589 ret
->changes
[i
].x
= todo
[i
]->x
;
1590 ret
->changes
[i
].y
= todo
[i
]->y
;
1591 ret
->changes
[i
].delta
= dtodo
;
1593 /* now i == ntodo */
1596 assert(todo
== toempty
);
1597 for (j
= 0; j
< ntoempty
; j
++) {
1598 ret
->changes
[i
].x
= setlist
[j
] % ctx
->w
;
1599 ret
->changes
[i
].y
= setlist
[j
] / ctx
->w
;
1600 ret
->changes
[i
].delta
= dset
;
1605 for (dy
= 0; dy
< 3; dy
++)
1606 for (dx
= 0; dx
< 3; dx
++)
1607 if (mask
& (1 << (dy
*3+dx
))) {
1608 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ?
+1 : -1);
1609 if (dset
== -currval
) {
1610 ret
->changes
[i
].x
= setx
+ dx
;
1611 ret
->changes
[i
].y
= sety
+ dy
;
1612 ret
->changes
[i
].delta
= dset
;
1617 for (y
= 0; y
< ctx
->h
; y
++)
1618 for (x
= 0; x
< ctx
->w
; x
++)
1619 if (grid
[y
*ctx
->w
+x
] == -2) {
1620 int currval
= (ctx
->grid
[y
*ctx
->w
+x
] ?
+1 : -1);
1621 if (dset
== -currval
) {
1622 ret
->changes
[i
].x
= x
;
1623 ret
->changes
[i
].y
= y
;
1624 ret
->changes
[i
].delta
= dset
;
1629 assert(i
== ret
->n
);
1635 * Having set up the precise list of changes we're going to
1636 * make, we now simply make them and return.
1638 for (i
= 0; i
< ret
->n
; i
++) {
1641 x
= ret
->changes
[i
].x
;
1642 y
= ret
->changes
[i
].y
;
1643 delta
= ret
->changes
[i
].delta
;
1646 * Check we're not trying to add an existing mine or remove
1649 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1652 * Actually make the change.
1654 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1657 * Update any numbers already present in the grid.
1659 for (dy
= -1; dy
<= +1; dy
++)
1660 for (dx
= -1; dx
<= +1; dx
++)
1661 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1662 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1663 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1664 if (dx
== 0 && dy
== 0) {
1666 * The square itself is marked as known in
1667 * the grid. Mark it as a mine if it's a
1668 * mine, or else work out its number.
1671 grid
[y
*ctx
->w
+x
] = -1;
1673 int dx2
, dy2
, minecount
= 0;
1674 for (dy2
= -1; dy2
<= +1; dy2
++)
1675 for (dx2
= -1; dx2
<= +1; dx2
++)
1676 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1677 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1678 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1680 grid
[y
*ctx
->w
+x
] = minecount
;
1683 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1684 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1689 #ifdef GENERATION_DIAGNOSTICS
1692 printf("grid after perturbing:\n");
1693 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1694 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1695 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1696 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1714 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1717 char *ret
= snewn(w
*h
, char);
1725 memset(ret
, 0, w
*h
);
1728 * Start by placing n mines, none of which is at x,y or within
1732 int *tmp
= snewn(w
*h
, int);
1736 * Write down the list of possible mine locations.
1739 for (i
= 0; i
< h
; i
++)
1740 for (j
= 0; j
< w
; j
++)
1741 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1745 * Now pick n off the list at random.
1749 i
= random_upto(rs
, k
);
1757 #ifdef GENERATION_DIAGNOSTICS
1760 printf("grid after initial generation:\n");
1761 for (yy
= 0; yy
< h
; yy
++) {
1762 for (xx
= 0; xx
< w
; xx
++) {
1763 int v
= ret
[yy
*w
+xx
];
1764 if (yy
== y
&& xx
== x
) {
1780 * Now set up a results grid to run the solver in, and a
1781 * context for the solver to open squares. Then run the solver
1782 * repeatedly; if the number of perturb steps ever goes up or
1783 * it ever returns -1, give up completely.
1785 * We bypass this bit if we're not after a unique grid.
1788 signed char *solvegrid
= snewn(w
*h
, char);
1789 struct minectx actx
, *ctx
= &actx
;
1790 int solveret
, prevret
= -2;
1798 ctx
->allow_big_perturbs
= (ntries
> 100);
1801 memset(solvegrid
, -2, w
*h
);
1802 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1803 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1806 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1807 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1810 } else if (solveret
== 0) {
1827 * The Mines game descriptions contain the location of every mine,
1828 * and can therefore be used to cheat.
1830 * It would be pointless to attempt to _prevent_ this form of
1831 * cheating by encrypting the description, since Mines is
1832 * open-source so anyone can find out the encryption key. However,
1833 * I think it is worth doing a bit of gentle obfuscation to prevent
1834 * _accidental_ spoilers: if you happened to note that the game ID
1835 * starts with an F, for example, you might be unable to put the
1836 * knowledge of those mines out of your mind while playing. So,
1837 * just as discussions of film endings are rot13ed to avoid
1838 * spoiling it for people who don't want to be told, we apply a
1839 * keyless, reversible, but visually completely obfuscatory masking
1840 * function to the mine bitmap.
1842 static void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
)
1844 int bytes
, firsthalf
, secondhalf
;
1846 unsigned char *seedstart
;
1848 unsigned char *targetstart
;
1854 * My obfuscation algorithm is similar in concept to the OAEP
1855 * encoding used in some forms of RSA. Here's a specification
1858 * + We have a `masking function' which constructs a stream of
1859 * pseudorandom bytes from a seed of some number of input
1862 * + We pad out our input bit stream to a whole number of
1863 * bytes by adding up to 7 zero bits on the end. (In fact
1864 * the bitmap passed as input to this function will already
1865 * have had this done in practice.)
1867 * + We divide the _byte_ stream exactly in half, rounding the
1868 * half-way position _down_. So an 81-bit input string, for
1869 * example, rounds up to 88 bits or 11 bytes, and then
1870 * dividing by two gives 5 bytes in the first half and 6 in
1873 * + We generate a mask from the second half of the bytes, and
1874 * XOR it over the first half.
1876 * + We generate a mask from the (encoded) first half of the
1877 * bytes, and XOR it over the second half. Any null bits at
1878 * the end which were added as padding are cleared back to
1879 * zero even if this operation would have made them nonzero.
1881 * To de-obfuscate, the steps are precisely the same except
1882 * that the final two are reversed.
1884 * Finally, our masking function. Given an input seed string of
1885 * bytes, the output mask consists of concatenating the SHA-1
1886 * hashes of the seed string and successive decimal integers,
1890 bytes
= (bits
+ 7) / 8;
1891 firsthalf
= bytes
/ 2;
1892 secondhalf
= bytes
- firsthalf
;
1894 steps
[decode ?
1 : 0].seedstart
= bmp
+ firsthalf
;
1895 steps
[decode ?
1 : 0].seedlen
= secondhalf
;
1896 steps
[decode ?
1 : 0].targetstart
= bmp
;
1897 steps
[decode ?
1 : 0].targetlen
= firsthalf
;
1899 steps
[decode ?
0 : 1].seedstart
= bmp
;
1900 steps
[decode ?
0 : 1].seedlen
= firsthalf
;
1901 steps
[decode ?
0 : 1].targetstart
= bmp
+ firsthalf
;
1902 steps
[decode ?
0 : 1].targetlen
= secondhalf
;
1904 for (i
= 0; i
< 2; i
++) {
1905 SHA_State base
, final
;
1906 unsigned char digest
[20];
1908 int digestpos
= 20, counter
= 0;
1911 SHA_Bytes(&base
, steps
[i
].seedstart
, steps
[i
].seedlen
);
1913 for (j
= 0; j
< steps
[i
].targetlen
; j
++) {
1914 if (digestpos
>= 20) {
1915 sprintf(numberbuf
, "%d", counter
++);
1917 SHA_Bytes(&final
, numberbuf
, strlen(numberbuf
));
1918 SHA_Final(&final
, digest
);
1921 steps
[i
].targetstart
[j
] ^= digest
[digestpos
++];
1925 * Mask off the pad bits in the final byte after both steps.
1928 bmp
[bits
/ 8] &= 0xFF & (0xFF00 >> (bits
% 8));
1932 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1933 random_state
*rs
, char **game_desc
)
1935 signed char *grid
, *ret
, *p
;
1939 #ifdef TEST_OBFUSCATION
1940 static int tested_obfuscation
= FALSE
;
1941 if (!tested_obfuscation
) {
1943 * A few simple test vectors for the obfuscator.
1945 * First test: the 28-bit stream 1234567. This divides up
1946 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1947 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1948 * we XOR the 16-bit string 15CE into the input 1234 to get
1949 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1950 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1951 * 12-bit string 337 into the input 567 to get 650. Thus
1952 * our output is 07FA650.
1955 unsigned char bmp1
[] = "\x12\x34\x56\x70";
1956 obfuscate_bitmap(bmp1
, 28, FALSE
);
1957 printf("test 1 encode: %s\n",
1958 memcmp(bmp1
, "\x07\xfa\x65\x00", 4) ?
"failed" : "passed");
1959 obfuscate_bitmap(bmp1
, 28, TRUE
);
1960 printf("test 1 decode: %s\n",
1961 memcmp(bmp1
, "\x12\x34\x56\x70", 4) ?
"failed" : "passed");
1964 * Second test: a long string to make sure we switch from
1965 * one SHA to the next correctly. My input string this time
1966 * is simply fifty bytes of zeroes.
1969 unsigned char bmp2
[50];
1970 unsigned char bmp2a
[50];
1971 memset(bmp2
, 0, 50);
1972 memset(bmp2a
, 0, 50);
1973 obfuscate_bitmap(bmp2
, 50 * 8, FALSE
);
1975 * SHA of twenty-five zero bytes plus "0" is
1976 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1977 * twenty-five zero bytes plus "1" is
1978 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1979 * first half becomes
1980 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1982 * SHA of that lot plus "0" is
1983 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1984 * same string plus "1" is
1985 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1986 * second half becomes
1987 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1989 printf("test 2 encode: %s\n",
1990 memcmp(bmp2
, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1991 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1992 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1993 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1994 "\xd8\xdf\x78", 50) ?
"failed" : "passed");
1995 obfuscate_bitmap(bmp2
, 50 * 8, TRUE
);
1996 printf("test 2 decode: %s\n",
1997 memcmp(bmp2
, bmp2a
, 50) ?
"failed" : "passed");
2002 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
2006 * Set up the mine bitmap and obfuscate it.
2009 bmp
= snewn((area
+ 7) / 8, unsigned char);
2010 memset(bmp
, 0, (area
+ 7) / 8);
2011 for (i
= 0; i
< area
; i
++) {
2013 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
2015 obfuscate_bitmap(bmp
, area
, FALSE
);
2018 * Now encode the resulting bitmap in hex. We can work to
2019 * nibble rather than byte granularity, since the obfuscation
2020 * function guarantees to return a bit string of the same
2021 * length as its input.
2023 ret
= snewn((area
+3)/4 + 100, char);
2024 p
= ret
+ sprintf(ret
, "%d,%d,m", x
, y
); /* 'm' == masked */
2025 for (i
= 0; i
< (area
+3)/4; i
++) {
2029 *p
++ = "0123456789abcdef"[v
& 0xF];
2041 static char *new_game_desc(game_params
*params
, random_state
*rs
,
2042 game_aux_info
**aux
, int interactive
)
2046 * For batch-generated grids, pre-open one square.
2048 int x
= random_upto(rs
, params
->w
);
2049 int y
= random_upto(rs
, params
->h
);
2053 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
2054 x
, y
, params
->unique
, rs
, &desc
);
2058 char *rsdesc
, *desc
;
2060 rsdesc
= random_state_encode(rs
);
2061 desc
= snewn(strlen(rsdesc
) + 100, char);
2062 sprintf(desc
, "r%d,%c,%s", params
->n
, params
->unique ?
'u' : 'a', rsdesc
);
2068 static void game_free_aux_info(game_aux_info
*aux
)
2070 assert(!"Shouldn't happen");
2073 static char *validate_desc(game_params
*params
, char *desc
)
2075 int wh
= params
->w
* params
->h
;
2079 if (!*desc
|| !isdigit((unsigned char)*desc
))
2080 return "No initial mine count in game description";
2081 while (*desc
&& isdigit((unsigned char)*desc
))
2082 desc
++; /* skip over mine count */
2084 return "No ',' after initial x-coordinate in game description";
2086 if (*desc
!= 'u' && *desc
!= 'a')
2087 return "No uniqueness specifier in game description";
2090 return "No ',' after uniqueness specifier in game description";
2091 /* now ignore the rest */
2093 if (!*desc
|| !isdigit((unsigned char)*desc
))
2094 return "No initial x-coordinate in game description";
2096 if (x
< 0 || x
>= params
->w
)
2097 return "Initial x-coordinate was out of range";
2098 while (*desc
&& isdigit((unsigned char)*desc
))
2099 desc
++; /* skip over x coordinate */
2101 return "No ',' after initial x-coordinate in game description";
2102 desc
++; /* eat comma */
2103 if (!*desc
|| !isdigit((unsigned char)*desc
))
2104 return "No initial y-coordinate in game description";
2106 if (y
< 0 || y
>= params
->h
)
2107 return "Initial y-coordinate was out of range";
2108 while (*desc
&& isdigit((unsigned char)*desc
))
2109 desc
++; /* skip over y coordinate */
2111 return "No ',' after initial y-coordinate in game description";
2112 desc
++; /* eat comma */
2113 /* eat `m', meaning `masked', if present */
2116 /* now just check length of remainder */
2117 if (strlen(desc
) != (wh
+3)/4)
2118 return "Game description is wrong length";
2124 static int open_square(game_state
*state
, int x
, int y
)
2126 int w
= state
->w
, h
= state
->h
;
2127 int xx
, yy
, nmines
, ncovered
;
2129 if (!state
->layout
->mines
) {
2131 * We have a preliminary game in which the mine layout
2132 * hasn't been generated yet. Generate it based on the
2133 * initial click location.
2136 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
2137 x
, y
, state
->layout
->unique
,
2140 midend_supersede_game_desc(state
->layout
->me
, desc
);
2142 random_free(state
->layout
->rs
);
2143 state
->layout
->rs
= NULL
;
2146 if (state
->layout
->mines
[y
*w
+x
]) {
2148 * The player has landed on a mine. Bad luck. Expose the
2149 * mine that killed them, but not the rest (in case they
2150 * want to Undo and carry on playing).
2153 state
->grid
[y
*w
+x
] = 65;
2158 * Otherwise, the player has opened a safe square. Mark it to-do.
2160 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
2163 * Now go through the grid finding all `todo' values and
2164 * opening them. Every time one of them turns out to have no
2165 * neighbouring mines, we add all its unopened neighbours to
2168 * FIXME: We really ought to be able to do this better than
2169 * using repeated N^2 scans of the grid.
2172 int done_something
= FALSE
;
2174 for (yy
= 0; yy
< h
; yy
++)
2175 for (xx
= 0; xx
< w
; xx
++)
2176 if (state
->grid
[yy
*w
+xx
] == -10) {
2179 assert(!state
->layout
->mines
[yy
*w
+xx
]);
2183 for (dx
= -1; dx
<= +1; dx
++)
2184 for (dy
= -1; dy
<= +1; dy
++)
2185 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2186 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2187 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2190 state
->grid
[yy
*w
+xx
] = v
;
2193 for (dx
= -1; dx
<= +1; dx
++)
2194 for (dy
= -1; dy
<= +1; dy
++)
2195 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2196 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2197 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2198 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2201 done_something
= TRUE
;
2204 if (!done_something
)
2209 * Finally, scan the grid and see if exactly as many squares
2210 * are still covered as there are mines. If so, set the `won'
2211 * flag and fill in mine markers on all covered squares.
2213 nmines
= ncovered
= 0;
2214 for (yy
= 0; yy
< h
; yy
++)
2215 for (xx
= 0; xx
< w
; xx
++) {
2216 if (state
->grid
[yy
*w
+xx
] < 0)
2218 if (state
->layout
->mines
[yy
*w
+xx
])
2221 assert(ncovered
>= nmines
);
2222 if (ncovered
== nmines
) {
2223 for (yy
= 0; yy
< h
; yy
++)
2224 for (xx
= 0; xx
< w
; xx
++) {
2225 if (state
->grid
[yy
*w
+xx
] < 0)
2226 state
->grid
[yy
*w
+xx
] = -1;
2234 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
2236 game_state
*state
= snew(game_state
);
2237 int i
, wh
, x
, y
, ret
, masked
;
2240 state
->w
= params
->w
;
2241 state
->h
= params
->h
;
2242 state
->n
= params
->n
;
2243 state
->dead
= state
->won
= FALSE
;
2244 state
->used_solve
= state
->just_used_solve
= FALSE
;
2246 wh
= state
->w
* state
->h
;
2248 state
->layout
= snew(struct mine_layout
);
2249 state
->layout
->refcount
= 1;
2251 state
->grid
= snewn(wh
, char);
2252 memset(state
->grid
, -2, wh
);
2256 state
->layout
->n
= atoi(desc
);
2257 while (*desc
&& isdigit((unsigned char)*desc
))
2258 desc
++; /* skip over mine count */
2259 if (*desc
) desc
++; /* eat comma */
2261 state
->layout
->unique
= FALSE
;
2263 state
->layout
->unique
= TRUE
;
2265 if (*desc
) desc
++; /* eat comma */
2267 state
->layout
->mines
= NULL
;
2268 state
->layout
->rs
= random_state_decode(desc
);
2269 state
->layout
->me
= me
;
2272 state
->layout
->rs
= NULL
;
2273 state
->layout
->me
= NULL
;
2275 state
->layout
->mines
= snewn(wh
, char);
2277 while (*desc
&& isdigit((unsigned char)*desc
))
2278 desc
++; /* skip over x coordinate */
2279 if (*desc
) desc
++; /* eat comma */
2281 while (*desc
&& isdigit((unsigned char)*desc
))
2282 desc
++; /* skip over y coordinate */
2283 if (*desc
) desc
++; /* eat comma */
2290 * We permit game IDs to be entered by hand without the
2291 * masking transformation.
2296 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2297 memset(bmp
, 0, (wh
+ 7) / 8);
2298 for (i
= 0; i
< (wh
+3)/4; i
++) {
2302 assert(c
!= 0); /* validate_desc should have caught */
2303 if (c
>= '0' && c
<= '9')
2305 else if (c
>= 'a' && c
<= 'f')
2307 else if (c
>= 'A' && c
<= 'F')
2312 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2316 obfuscate_bitmap(bmp
, wh
, TRUE
);
2318 memset(state
->layout
->mines
, 0, wh
);
2319 for (i
= 0; i
< wh
; i
++) {
2320 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2321 state
->layout
->mines
[i
] = 1;
2324 ret
= open_square(state
, x
, y
);
2330 static game_state
*dup_game(game_state
*state
)
2332 game_state
*ret
= snew(game_state
);
2337 ret
->dead
= state
->dead
;
2338 ret
->won
= state
->won
;
2339 ret
->used_solve
= state
->used_solve
;
2340 ret
->just_used_solve
= state
->just_used_solve
;
2341 ret
->layout
= state
->layout
;
2342 ret
->layout
->refcount
++;
2343 ret
->grid
= snewn(ret
->w
* ret
->h
, char);
2344 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2349 static void free_game(game_state
*state
)
2351 if (--state
->layout
->refcount
<= 0) {
2352 sfree(state
->layout
->mines
);
2353 if (state
->layout
->rs
)
2354 random_free(state
->layout
->rs
);
2355 sfree(state
->layout
);
2361 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
2365 * Simply expose the entire grid as if it were a completed
2371 if (!state
->layout
->mines
) {
2372 *error
= "Game has not been started yet";
2376 ret
= dup_game(state
);
2377 for (yy
= 0; yy
< ret
->h
; yy
++)
2378 for (xx
= 0; xx
< ret
->w
; xx
++) {
2380 if (ret
->layout
->mines
[yy
*ret
->w
+xx
]) {
2381 ret
->grid
[yy
*ret
->w
+xx
] = -1;
2387 for (dx
= -1; dx
<= +1; dx
++)
2388 for (dy
= -1; dy
<= +1; dy
++)
2389 if (xx
+dx
>= 0 && xx
+dx
< ret
->w
&&
2390 yy
+dy
>= 0 && yy
+dy
< ret
->h
&&
2391 ret
->layout
->mines
[(yy
+dy
)*ret
->w
+(xx
+dx
)])
2394 ret
->grid
[yy
*ret
->w
+xx
] = v
;
2397 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
2403 static char *game_text_format(game_state
*state
)
2408 ret
= snewn((state
->w
+ 1) * state
->h
+ 1, char);
2409 for (y
= 0; y
< state
->h
; y
++) {
2410 for (x
= 0; x
< state
->w
; x
++) {
2411 int v
= state
->grid
[y
*state
->w
+x
];
2414 else if (v
>= 1 && v
<= 8)
2418 else if (v
== -2 || v
== -3)
2422 ret
[y
* (state
->w
+1) + x
] = v
;
2424 ret
[y
* (state
->w
+1) + state
->w
] = '\n';
2426 ret
[(state
->w
+ 1) * state
->h
] = '\0';
2432 int hx
, hy
, hradius
; /* for mouse-down highlights */
2437 static game_ui
*new_ui(game_state
*state
)
2439 game_ui
*ui
= snew(game_ui
);
2440 ui
->hx
= ui
->hy
= -1;
2443 ui
->flash_is_death
= FALSE
; /* *shrug* */
2447 static void free_ui(game_ui
*ui
)
2452 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2453 int x
, int y
, int button
)
2458 if (from
->dead
|| from
->won
)
2459 return NULL
; /* no further moves permitted */
2461 if (!IS_MOUSE_DOWN(button
) && !IS_MOUSE_DRAG(button
) &&
2462 !IS_MOUSE_RELEASE(button
))
2467 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
>= from
->h
)
2470 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
||
2471 button
== MIDDLE_BUTTON
|| button
== MIDDLE_DRAG
) {
2473 * Mouse-downs and mouse-drags just cause highlighting
2478 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ?
1 : 0);
2482 if (button
== RIGHT_BUTTON
) {
2484 * Right-clicking only works on a covered square, and it
2485 * toggles between -1 (marked as mine) and -2 (not marked
2488 * FIXME: question marks.
2490 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2491 from
->grid
[cy
* from
->w
+ cx
] != -1)
2494 ret
= dup_game(from
);
2495 ret
->just_used_solve
= FALSE
;
2496 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2501 if (button
== LEFT_RELEASE
|| button
== MIDDLE_RELEASE
) {
2502 ui
->hx
= ui
->hy
= -1;
2506 * At this stage we must never return NULL: we have adjusted
2507 * the ui, so at worst we return `from'.
2511 * Left-clicking on a covered square opens a tile. Not
2512 * permitted if the tile is marked as a mine, for safety.
2513 * (Unmark it and _then_ open it.)
2515 if (button
== LEFT_RELEASE
&&
2516 (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2517 from
->grid
[cy
* from
->w
+ cx
] == -3)) {
2518 ret
= dup_game(from
);
2519 ret
->just_used_solve
= FALSE
;
2520 open_square(ret
, cx
, cy
);
2527 * Left-clicking or middle-clicking on an uncovered tile:
2528 * first we check to see if the number of mine markers
2529 * surrounding the tile is equal to its mine count, and if
2530 * so then we open all other surrounding squares.
2532 if (from
->grid
[cy
* from
->w
+ cx
] > 0) {
2535 /* Count mine markers. */
2537 for (dy
= -1; dy
<= +1; dy
++)
2538 for (dx
= -1; dx
<= +1; dx
++)
2539 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2540 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2541 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2545 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2546 ret
= dup_game(from
);
2547 ret
->just_used_solve
= FALSE
;
2548 for (dy
= -1; dy
<= +1; dy
++)
2549 for (dx
= -1; dx
<= +1; dx
++)
2550 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2551 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2552 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2553 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2554 open_square(ret
, cx
+dx
, cy
+dy
);
2567 /* ----------------------------------------------------------------------
2571 struct game_drawstate
{
2575 * Items in this `grid' array have all the same values as in
2576 * the game_state grid, and in addition:
2578 * - -10 means the tile was drawn `specially' as a result of a
2579 * flash, so it will always need redrawing.
2581 * - -22 and -23 mean the tile is highlighted for a possible
2586 static void game_size(game_params
*params
, int *x
, int *y
)
2588 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2589 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2592 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2594 float *ret
= snewn(3 * NCOLOURS
, float);
2596 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2598 ret
[COL_BACKGROUND2
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 19.0 / 20.0;
2599 ret
[COL_BACKGROUND2
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 19.0 / 20.0;
2600 ret
[COL_BACKGROUND2
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 19.0 / 20.0;
2602 ret
[COL_1
* 3 + 0] = 0.0F
;
2603 ret
[COL_1
* 3 + 1] = 0.0F
;
2604 ret
[COL_1
* 3 + 2] = 1.0F
;
2606 ret
[COL_2
* 3 + 0] = 0.0F
;
2607 ret
[COL_2
* 3 + 1] = 0.5F
;
2608 ret
[COL_2
* 3 + 2] = 0.0F
;
2610 ret
[COL_3
* 3 + 0] = 1.0F
;
2611 ret
[COL_3
* 3 + 1] = 0.0F
;
2612 ret
[COL_3
* 3 + 2] = 0.0F
;
2614 ret
[COL_4
* 3 + 0] = 0.0F
;
2615 ret
[COL_4
* 3 + 1] = 0.0F
;
2616 ret
[COL_4
* 3 + 2] = 0.5F
;
2618 ret
[COL_5
* 3 + 0] = 0.5F
;
2619 ret
[COL_5
* 3 + 1] = 0.0F
;
2620 ret
[COL_5
* 3 + 2] = 0.0F
;
2622 ret
[COL_6
* 3 + 0] = 0.0F
;
2623 ret
[COL_6
* 3 + 1] = 0.5F
;
2624 ret
[COL_6
* 3 + 2] = 0.5F
;
2626 ret
[COL_7
* 3 + 0] = 0.0F
;
2627 ret
[COL_7
* 3 + 1] = 0.0F
;
2628 ret
[COL_7
* 3 + 2] = 0.0F
;
2630 ret
[COL_8
* 3 + 0] = 0.5F
;
2631 ret
[COL_8
* 3 + 1] = 0.5F
;
2632 ret
[COL_8
* 3 + 2] = 0.5F
;
2634 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2635 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2636 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2638 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2639 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2640 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2642 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2643 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2644 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2646 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2647 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2648 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2650 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2651 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2652 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2654 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2655 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2656 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2658 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2659 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2660 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2662 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
2663 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
2664 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
2666 *ncolours
= NCOLOURS
;
2670 static game_drawstate
*game_new_drawstate(game_state
*state
)
2672 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2676 ds
->started
= FALSE
;
2677 ds
->grid
= snewn(ds
->w
* ds
->h
, char);
2679 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2684 static void game_free_drawstate(game_drawstate
*ds
)
2690 static void draw_tile(frontend
*fe
, int x
, int y
, int v
, int bg
)
2696 if (v
== -22 || v
== -23) {
2700 * Omit the highlights in this case.
2702 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2703 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
);
2704 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2705 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2708 * Draw highlights to indicate the square is covered.
2710 coords
[0] = x
+ TILE_SIZE
- 1;
2711 coords
[1] = y
+ TILE_SIZE
- 1;
2712 coords
[2] = x
+ TILE_SIZE
- 1;
2715 coords
[5] = y
+ TILE_SIZE
- 1;
2716 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
^ hl
);
2717 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
^ hl
);
2721 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
^ hl
);
2722 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
^ hl
);
2724 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2725 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2733 #define SETCOORD(n, dx, dy) do { \
2734 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2735 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2737 SETCOORD(0, 0.6, 0.35);
2738 SETCOORD(1, 0.6, 0.7);
2739 SETCOORD(2, 0.8, 0.8);
2740 SETCOORD(3, 0.25, 0.8);
2741 SETCOORD(4, 0.55, 0.7);
2742 SETCOORD(5, 0.55, 0.35);
2743 draw_polygon(fe
, coords
, 6, TRUE
, COL_FLAGBASE
);
2744 draw_polygon(fe
, coords
, 6, FALSE
, COL_FLAGBASE
);
2746 SETCOORD(0, 0.6, 0.2);
2747 SETCOORD(1, 0.6, 0.5);
2748 SETCOORD(2, 0.2, 0.35);
2749 draw_polygon(fe
, coords
, 3, TRUE
, COL_FLAG
);
2750 draw_polygon(fe
, coords
, 3, FALSE
, COL_FLAG
);
2753 } else if (v
== -3) {
2755 * Draw a question mark.
2757 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2758 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2759 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2764 * Clear the square to the background colour, and draw thin
2765 * grid lines along the top and left.
2767 * Exception is that for value 65 (mine we've just trodden
2768 * on), we clear the square to COL_BANG.
2770 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2771 (v
== 65 ? COL_BANG
:
2772 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
));
2773 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2774 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2776 if (v
> 0 && v
<= 8) {
2783 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2784 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2785 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2786 (COL_1
- 1) + v
, str
);
2788 } else if (v
>= 64) {
2792 * FIXME: this could be done better!
2795 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2796 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2797 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2801 int cx
= x
+ TILE_SIZE
/ 2;
2802 int cy
= y
+ TILE_SIZE
/ 2;
2803 int r
= TILE_SIZE
/ 2 - 3;
2805 int xdx
= 1, xdy
= 0, ydx
= 0, ydy
= 1;
2808 for (i
= 0; i
< 4*5*2; i
+= 5*2) {
2809 coords
[i
+2*0+0] = cx
- r
/6*xdx
+ r
*4/5*ydx
;
2810 coords
[i
+2*0+1] = cy
- r
/6*xdy
+ r
*4/5*ydy
;
2811 coords
[i
+2*1+0] = cx
- r
/6*xdx
+ r
*ydx
;
2812 coords
[i
+2*1+1] = cy
- r
/6*xdy
+ r
*ydy
;
2813 coords
[i
+2*2+0] = cx
+ r
/6*xdx
+ r
*ydx
;
2814 coords
[i
+2*2+1] = cy
+ r
/6*xdy
+ r
*ydy
;
2815 coords
[i
+2*3+0] = cx
+ r
/6*xdx
+ r
*4/5*ydx
;
2816 coords
[i
+2*3+1] = cy
+ r
/6*xdy
+ r
*4/5*ydy
;
2817 coords
[i
+2*4+0] = cx
+ r
*3/5*xdx
+ r
*3/5*ydx
;
2818 coords
[i
+2*4+1] = cy
+ r
*3/5*xdy
+ r
*3/5*ydy
;
2828 draw_polygon(fe
, coords
, 5*4, TRUE
, COL_MINE
);
2829 draw_polygon(fe
, coords
, 5*4, FALSE
, COL_MINE
);
2831 draw_rect(fe
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2837 * Cross through the mine.
2840 for (dx
= -1; dx
<= +1; dx
++) {
2841 draw_line(fe
, x
+ 3 + dx
, y
+ 2,
2842 x
+ TILE_SIZE
- 3 + dx
,
2843 y
+ TILE_SIZE
- 2, COL_CROSS
);
2844 draw_line(fe
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2845 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2852 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2855 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2856 game_state
*state
, int dir
, game_ui
*ui
,
2857 float animtime
, float flashtime
)
2860 int mines
, markers
, bg
;
2863 int frame
= (flashtime
/ FLASH_FRAME
);
2865 bg
= (ui
->flash_is_death ? COL_BACKGROUND
: COL_LOWLIGHT
);
2867 bg
= (ui
->flash_is_death ? COL_BANG
: COL_HIGHLIGHT
);
2869 bg
= COL_BACKGROUND
;
2875 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2876 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2877 draw_update(fe
, 0, 0,
2878 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2879 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2882 * Recessed area containing the whole puzzle.
2884 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2885 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2886 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2887 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2888 coords
[4] = coords
[2] - TILE_SIZE
;
2889 coords
[5] = coords
[3] + TILE_SIZE
;
2890 coords
[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2891 coords
[9] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2892 coords
[6] = coords
[8] + TILE_SIZE
;
2893 coords
[7] = coords
[9] - TILE_SIZE
;
2894 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
2895 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
2897 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2898 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2899 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
2900 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
2906 * Now draw the tiles. Also in this loop, count up the number
2907 * of mines and mine markers.
2909 mines
= markers
= 0;
2910 for (y
= 0; y
< ds
->h
; y
++)
2911 for (x
= 0; x
< ds
->w
; x
++) {
2912 int v
= state
->grid
[y
*ds
->w
+x
];
2916 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
2919 if ((v
== -2 || v
== -3) &&
2920 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
2923 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= COL_BACKGROUND
) {
2924 draw_tile(fe
, COORD(x
), COORD(y
), v
, bg
);
2925 ds
->grid
[y
*ds
->w
+x
] = (bg
== COL_BACKGROUND ? v
: -10);
2929 if (!state
->layout
->mines
)
2930 mines
= state
->layout
->n
;
2933 * Update the status bar.
2936 char statusbar
[512];
2938 sprintf(statusbar
, "DEAD!");
2939 } else if (state
->won
) {
2940 if (state
->used_solve
)
2941 sprintf(statusbar
, "Auto-solved.");
2943 sprintf(statusbar
, "COMPLETED!");
2945 sprintf(statusbar
, "Marked: %d / %d", markers
, mines
);
2948 sprintf(statusbar
+ strlen(statusbar
),
2949 " Deaths: %d", ui
->deaths
);
2950 status_bar(fe
, statusbar
);
2954 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2955 int dir
, game_ui
*ui
)
2960 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2961 int dir
, game_ui
*ui
)
2963 if (oldstate
->used_solve
|| newstate
->used_solve
)
2966 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
2967 if (newstate
->dead
) {
2968 ui
->flash_is_death
= TRUE
;
2969 return 3 * FLASH_FRAME
;
2971 if (newstate
->won
) {
2972 ui
->flash_is_death
= FALSE
;
2973 return 2 * FLASH_FRAME
;
2979 static int game_wants_statusbar(void)
2984 static int game_timing_state(game_state
*state
)
2986 if (state
->dead
|| state
->won
|| !state
->layout
->mines
)
2992 #define thegame mines
2995 const struct game thegame
= {
2996 "Mines", "games.mines",
3003 TRUE
, game_configure
, custom_params
,
3012 TRUE
, game_text_format
,
3019 game_free_drawstate
,
3023 game_wants_statusbar
,
3024 TRUE
, game_timing_state
,
3025 BUTTON_BEATS(LEFT_BUTTON
, RIGHT_BUTTON
),