Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / mines.c
1 /*
2 * mines.c: Minesweeper clone with sophisticated grid generation.
3 *
4 * Still TODO:
5 *
6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
8 */
9
10 #include <stdio.h>
11 #include <stdlib.h>
12 #include <string.h>
13 #include <assert.h>
14 #include <ctype.h>
15 #include <math.h>
16
17 #include "tree234.h"
18 #include "puzzles.h"
19
20 enum {
21 COL_BACKGROUND, COL_BACKGROUND2,
22 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
23 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
24 COL_HIGHLIGHT, COL_LOWLIGHT,
25 COL_WRONGNUMBER,
26 COL_CURSOR,
27 NCOLOURS
28 };
29
30 #define PREFERRED_TILE_SIZE 20
31 #define TILE_SIZE (ds->tilesize)
32 #ifdef SMALL_SCREEN
33 #define BORDER 8
34 #else
35 #define BORDER (TILE_SIZE * 3 / 2)
36 #endif
37 #define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
38 #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
39 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
40 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
41
42 #define FLASH_FRAME 0.13F
43
44 struct game_params {
45 int w, h, n;
46 int unique;
47 };
48
49 struct mine_layout {
50 /*
51 * This structure is shared between all the game_states for a
52 * given instance of the puzzle, so we reference-count it.
53 */
54 int refcount;
55 char *mines;
56 /*
57 * If we haven't yet actually generated the mine layout, here's
58 * all the data we will need to do so.
59 */
60 int n, unique;
61 random_state *rs;
62 midend *me; /* to give back the new game desc */
63 };
64
65 struct game_state {
66 int w, h, n, dead, won;
67 int used_solve;
68 struct mine_layout *layout; /* real mine positions */
69 signed char *grid; /* player knowledge */
70 /*
71 * Each item in the `grid' array is one of the following values:
72 *
73 * - 0 to 8 mean the square is open and has a surrounding mine
74 * count.
75 *
76 * - -1 means the square is marked as a mine.
77 *
78 * - -2 means the square is unknown.
79 *
80 * - -3 means the square is marked with a question mark
81 * (FIXME: do we even want to bother with this?).
82 *
83 * - 64 means the square has had a mine revealed when the game
84 * was lost.
85 *
86 * - 65 means the square had a mine revealed and this was the
87 * one the player hits.
88 *
89 * - 66 means the square has a crossed-out mine because the
90 * player had incorrectly marked it.
91 */
92 };
93
94 static game_params *default_params(void)
95 {
96 game_params *ret = snew(game_params);
97
98 ret->w = ret->h = 9;
99 ret->n = 10;
100 ret->unique = TRUE;
101
102 return ret;
103 }
104
105 static const struct game_params mines_presets[] = {
106 {9, 9, 10, TRUE},
107 {9, 9, 35, TRUE},
108 {16, 16, 40, TRUE},
109 {16, 16, 99, TRUE},
110 #ifndef SMALL_SCREEN
111 {30, 16, 99, TRUE},
112 {30, 16, 170, TRUE},
113 #endif
114 };
115
116 static int game_fetch_preset(int i, char **name, game_params **params)
117 {
118 game_params *ret;
119 char str[80];
120
121 if (i < 0 || i >= lenof(mines_presets))
122 return FALSE;
123
124 ret = snew(game_params);
125 *ret = mines_presets[i];
126
127 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
128
129 *name = dupstr(str);
130 *params = ret;
131 return TRUE;
132 }
133
134 static void free_params(game_params *params)
135 {
136 sfree(params);
137 }
138
139 static game_params *dup_params(game_params *params)
140 {
141 game_params *ret = snew(game_params);
142 *ret = *params; /* structure copy */
143 return ret;
144 }
145
146 static void decode_params(game_params *params, char const *string)
147 {
148 char const *p = string;
149
150 params->w = atoi(p);
151 while (*p && isdigit((unsigned char)*p)) p++;
152 if (*p == 'x') {
153 p++;
154 params->h = atoi(p);
155 while (*p && isdigit((unsigned char)*p)) p++;
156 } else {
157 params->h = params->w;
158 }
159 if (*p == 'n') {
160 p++;
161 params->n = atoi(p);
162 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
163 } else {
164 params->n = params->w * params->h / 10;
165 }
166
167 while (*p) {
168 if (*p == 'a') {
169 p++;
170 params->unique = FALSE;
171 } else
172 p++; /* skip any other gunk */
173 }
174 }
175
176 static char *encode_params(game_params *params, int full)
177 {
178 char ret[400];
179 int len;
180
181 len = sprintf(ret, "%dx%d", params->w, params->h);
182 /*
183 * Mine count is a generation-time parameter, since it can be
184 * deduced from the mine bitmap!
185 */
186 if (full)
187 len += sprintf(ret+len, "n%d", params->n);
188 if (full && !params->unique)
189 ret[len++] = 'a';
190 assert(len < lenof(ret));
191 ret[len] = '\0';
192
193 return dupstr(ret);
194 }
195
196 static config_item *game_configure(game_params *params)
197 {
198 config_item *ret;
199 char buf[80];
200
201 ret = snewn(5, config_item);
202
203 ret[0].name = "Width";
204 ret[0].type = C_STRING;
205 sprintf(buf, "%d", params->w);
206 ret[0].sval = dupstr(buf);
207 ret[0].ival = 0;
208
209 ret[1].name = "Height";
210 ret[1].type = C_STRING;
211 sprintf(buf, "%d", params->h);
212 ret[1].sval = dupstr(buf);
213 ret[1].ival = 0;
214
215 ret[2].name = "Mines";
216 ret[2].type = C_STRING;
217 sprintf(buf, "%d", params->n);
218 ret[2].sval = dupstr(buf);
219 ret[2].ival = 0;
220
221 ret[3].name = "Ensure solubility";
222 ret[3].type = C_BOOLEAN;
223 ret[3].sval = NULL;
224 ret[3].ival = params->unique;
225
226 ret[4].name = NULL;
227 ret[4].type = C_END;
228 ret[4].sval = NULL;
229 ret[4].ival = 0;
230
231 return ret;
232 }
233
234 static game_params *custom_params(config_item *cfg)
235 {
236 game_params *ret = snew(game_params);
237
238 ret->w = atoi(cfg[0].sval);
239 ret->h = atoi(cfg[1].sval);
240 ret->n = atoi(cfg[2].sval);
241 if (strchr(cfg[2].sval, '%'))
242 ret->n = ret->n * (ret->w * ret->h) / 100;
243 ret->unique = cfg[3].ival;
244
245 return ret;
246 }
247
248 static char *validate_params(game_params *params, int full)
249 {
250 /*
251 * Lower limit on grid size: each dimension must be at least 3.
252 * 1 is theoretically workable if rather boring, but 2 is a
253 * real problem: there is often _no_ way to generate a uniquely
254 * solvable 2xn Mines grid. You either run into two mines
255 * blocking the way and no idea what's behind them, or one mine
256 * and no way to know which of the two rows it's in. If the
257 * mine count is even you can create a soluble grid by packing
258 * all the mines at one end (so what when you hit a two-mine
259 * wall there are only as many covered squares left as there
260 * are mines); but if it's odd, you are doomed, because you
261 * _have_ to have a gap somewhere which you can't determine the
262 * position of.
263 */
264 if (full && params->unique && (params->w <= 2 || params->h <= 2))
265 return "Width and height must both be greater than two";
266 if (params->n > params->w * params->h - 9)
267 return "Too many mines for grid size";
268
269 /*
270 * FIXME: Need more constraints here. Not sure what the
271 * sensible limits for Minesweeper actually are. The limits
272 * probably ought to change, however, depending on uniqueness.
273 */
274
275 return NULL;
276 }
277
278 /* ----------------------------------------------------------------------
279 * Minesweeper solver, used to ensure the generated grids are
280 * solvable without having to take risks.
281 */
282
283 /*
284 * Count the bits in a word. Only needs to cope with 16 bits.
285 */
286 static int bitcount16(int inword)
287 {
288 unsigned int word = inword;
289
290 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
291 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
292 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
293 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
294
295 return (int)word;
296 }
297
298 /*
299 * We use a tree234 to store a large number of small localised
300 * sets, each with a mine count. We also keep some of those sets
301 * linked together into a to-do list.
302 */
303 struct set {
304 short x, y, mask, mines;
305 int todo;
306 struct set *prev, *next;
307 };
308
309 static int setcmp(void *av, void *bv)
310 {
311 struct set *a = (struct set *)av;
312 struct set *b = (struct set *)bv;
313
314 if (a->y < b->y)
315 return -1;
316 else if (a->y > b->y)
317 return +1;
318 else if (a->x < b->x)
319 return -1;
320 else if (a->x > b->x)
321 return +1;
322 else if (a->mask < b->mask)
323 return -1;
324 else if (a->mask > b->mask)
325 return +1;
326 else
327 return 0;
328 }
329
330 struct setstore {
331 tree234 *sets;
332 struct set *todo_head, *todo_tail;
333 };
334
335 static struct setstore *ss_new(void)
336 {
337 struct setstore *ss = snew(struct setstore);
338 ss->sets = newtree234(setcmp);
339 ss->todo_head = ss->todo_tail = NULL;
340 return ss;
341 }
342
343 /*
344 * Take two input sets, in the form (x,y,mask). Munge the first by
345 * taking either its intersection with the second or its difference
346 * with the second. Return the new mask part of the first set.
347 */
348 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
349 int diff)
350 {
351 /*
352 * Adjust the second set so that it has the same x,y
353 * coordinates as the first.
354 */
355 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
356 mask2 = 0;
357 } else {
358 while (x2 > x1) {
359 mask2 &= ~(4|32|256);
360 mask2 <<= 1;
361 x2--;
362 }
363 while (x2 < x1) {
364 mask2 &= ~(1|8|64);
365 mask2 >>= 1;
366 x2++;
367 }
368 while (y2 > y1) {
369 mask2 &= ~(64|128|256);
370 mask2 <<= 3;
371 y2--;
372 }
373 while (y2 < y1) {
374 mask2 &= ~(1|2|4);
375 mask2 >>= 3;
376 y2++;
377 }
378 }
379
380 /*
381 * Invert the second set if `diff' is set (we're after A &~ B
382 * rather than A & B).
383 */
384 if (diff)
385 mask2 ^= 511;
386
387 /*
388 * Now all that's left is a logical AND.
389 */
390 return mask1 & mask2;
391 }
392
393 static void ss_add_todo(struct setstore *ss, struct set *s)
394 {
395 if (s->todo)
396 return; /* already on it */
397
398 #ifdef SOLVER_DIAGNOSTICS
399 printf("adding set on todo list: %d,%d %03x %d\n",
400 s->x, s->y, s->mask, s->mines);
401 #endif
402
403 s->prev = ss->todo_tail;
404 if (s->prev)
405 s->prev->next = s;
406 else
407 ss->todo_head = s;
408 ss->todo_tail = s;
409 s->next = NULL;
410 s->todo = TRUE;
411 }
412
413 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
414 {
415 struct set *s;
416
417 assert(mask != 0);
418
419 /*
420 * Normalise so that x and y are genuinely the bounding
421 * rectangle.
422 */
423 while (!(mask & (1|8|64)))
424 mask >>= 1, x++;
425 while (!(mask & (1|2|4)))
426 mask >>= 3, y++;
427
428 /*
429 * Create a set structure and add it to the tree.
430 */
431 s = snew(struct set);
432 s->x = x;
433 s->y = y;
434 s->mask = mask;
435 s->mines = mines;
436 s->todo = FALSE;
437 if (add234(ss->sets, s) != s) {
438 /*
439 * This set already existed! Free it and return.
440 */
441 sfree(s);
442 return;
443 }
444
445 /*
446 * We've added a new set to the tree, so put it on the todo
447 * list.
448 */
449 ss_add_todo(ss, s);
450 }
451
452 static void ss_remove(struct setstore *ss, struct set *s)
453 {
454 struct set *next = s->next, *prev = s->prev;
455
456 #ifdef SOLVER_DIAGNOSTICS
457 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
458 #endif
459 /*
460 * Remove s from the todo list.
461 */
462 if (prev)
463 prev->next = next;
464 else if (s == ss->todo_head)
465 ss->todo_head = next;
466
467 if (next)
468 next->prev = prev;
469 else if (s == ss->todo_tail)
470 ss->todo_tail = prev;
471
472 s->todo = FALSE;
473
474 /*
475 * Remove s from the tree.
476 */
477 del234(ss->sets, s);
478
479 /*
480 * Destroy the actual set structure.
481 */
482 sfree(s);
483 }
484
485 /*
486 * Return a dynamically allocated list of all the sets which
487 * overlap a provided input set.
488 */
489 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
490 {
491 struct set **ret = NULL;
492 int nret = 0, retsize = 0;
493 int xx, yy;
494
495 for (xx = x-3; xx < x+3; xx++)
496 for (yy = y-3; yy < y+3; yy++) {
497 struct set stmp, *s;
498 int pos;
499
500 /*
501 * Find the first set with these top left coordinates.
502 */
503 stmp.x = xx;
504 stmp.y = yy;
505 stmp.mask = 0;
506
507 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
508 while ((s = index234(ss->sets, pos)) != NULL &&
509 s->x == xx && s->y == yy) {
510 /*
511 * This set potentially overlaps the input one.
512 * Compute the intersection to see if they
513 * really overlap, and add it to the list if
514 * so.
515 */
516 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
517 /*
518 * There's an overlap.
519 */
520 if (nret >= retsize) {
521 retsize = nret + 32;
522 ret = sresize(ret, retsize, struct set *);
523 }
524 ret[nret++] = s;
525 }
526
527 pos++;
528 }
529 }
530 }
531
532 ret = sresize(ret, nret+1, struct set *);
533 ret[nret] = NULL;
534
535 return ret;
536 }
537
538 /*
539 * Get an element from the head of the set todo list.
540 */
541 static struct set *ss_todo(struct setstore *ss)
542 {
543 if (ss->todo_head) {
544 struct set *ret = ss->todo_head;
545 ss->todo_head = ret->next;
546 if (ss->todo_head)
547 ss->todo_head->prev = NULL;
548 else
549 ss->todo_tail = NULL;
550 ret->next = ret->prev = NULL;
551 ret->todo = FALSE;
552 return ret;
553 } else {
554 return NULL;
555 }
556 }
557
558 struct squaretodo {
559 int *next;
560 int head, tail;
561 };
562
563 static void std_add(struct squaretodo *std, int i)
564 {
565 if (std->tail >= 0)
566 std->next[std->tail] = i;
567 else
568 std->head = i;
569 std->tail = i;
570 std->next[i] = -1;
571 }
572
573 typedef int (*open_cb)(void *, int, int);
574
575 static void known_squares(int w, int h, struct squaretodo *std,
576 signed char *grid,
577 open_cb open, void *openctx,
578 int x, int y, int mask, int mine)
579 {
580 int xx, yy, bit;
581
582 bit = 1;
583
584 for (yy = 0; yy < 3; yy++)
585 for (xx = 0; xx < 3; xx++) {
586 if (mask & bit) {
587 int i = (y + yy) * w + (x + xx);
588
589 /*
590 * It's possible that this square is _already_
591 * known, in which case we don't try to add it to
592 * the list twice.
593 */
594 if (grid[i] == -2) {
595
596 if (mine) {
597 grid[i] = -1; /* and don't open it! */
598 } else {
599 grid[i] = open(openctx, x + xx, y + yy);
600 assert(grid[i] != -1); /* *bang* */
601 }
602 std_add(std, i);
603
604 }
605 }
606 bit <<= 1;
607 }
608 }
609
610 /*
611 * This is data returned from the `perturb' function. It details
612 * which squares have become mines and which have become clear. The
613 * solver is (of course) expected to honourably not use that
614 * knowledge directly, but to efficently adjust its internal data
615 * structures and proceed based on only the information it
616 * legitimately has.
617 */
618 struct perturbation {
619 int x, y;
620 int delta; /* +1 == become a mine; -1 == cleared */
621 };
622 struct perturbations {
623 int n;
624 struct perturbation *changes;
625 };
626
627 /*
628 * Main solver entry point. You give it a grid of existing
629 * knowledge (-1 for a square known to be a mine, 0-8 for empty
630 * squares with a given number of neighbours, -2 for completely
631 * unknown), plus a function which you can call to open new squares
632 * once you're confident of them. It fills in as much more of the
633 * grid as it can.
634 *
635 * Return value is:
636 *
637 * - -1 means deduction stalled and nothing could be done
638 * - 0 means deduction succeeded fully
639 * - >0 means deduction succeeded but some number of perturbation
640 * steps were required; the exact return value is the number of
641 * perturb calls.
642 */
643
644 typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int);
645
646 static int minesolve(int w, int h, int n, signed char *grid,
647 open_cb open,
648 perturb_cb perturb,
649 void *ctx, random_state *rs)
650 {
651 struct setstore *ss = ss_new();
652 struct set **list;
653 struct squaretodo astd, *std = &astd;
654 int x, y, i, j;
655 int nperturbs = 0;
656
657 /*
658 * Set up a linked list of squares with known contents, so that
659 * we can process them one by one.
660 */
661 std->next = snewn(w*h, int);
662 std->head = std->tail = -1;
663
664 /*
665 * Initialise that list with all known squares in the input
666 * grid.
667 */
668 for (y = 0; y < h; y++) {
669 for (x = 0; x < w; x++) {
670 i = y*w+x;
671 if (grid[i] != -2)
672 std_add(std, i);
673 }
674 }
675
676 /*
677 * Main deductive loop.
678 */
679 while (1) {
680 int done_something = FALSE;
681 struct set *s;
682
683 /*
684 * If there are any known squares on the todo list, process
685 * them and construct a set for each.
686 */
687 while (std->head != -1) {
688 i = std->head;
689 #ifdef SOLVER_DIAGNOSTICS
690 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
691 #endif
692 std->head = std->next[i];
693 if (std->head == -1)
694 std->tail = -1;
695
696 x = i % w;
697 y = i / w;
698
699 if (grid[i] >= 0) {
700 int dx, dy, mines, bit, val;
701 #ifdef SOLVER_DIAGNOSTICS
702 printf("creating set around this square\n");
703 #endif
704 /*
705 * Empty square. Construct the set of non-known squares
706 * around this one, and determine its mine count.
707 */
708 mines = grid[i];
709 bit = 1;
710 val = 0;
711 for (dy = -1; dy <= +1; dy++) {
712 for (dx = -1; dx <= +1; dx++) {
713 #ifdef SOLVER_DIAGNOSTICS
714 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
715 #endif
716 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
717 /* ignore this one */;
718 else if (grid[i+dy*w+dx] == -1)
719 mines--;
720 else if (grid[i+dy*w+dx] == -2)
721 val |= bit;
722 bit <<= 1;
723 }
724 }
725 if (val)
726 ss_add(ss, x-1, y-1, val, mines);
727 }
728
729 /*
730 * Now, whether the square is empty or full, we must
731 * find any set which contains it and replace it with
732 * one which does not.
733 */
734 {
735 #ifdef SOLVER_DIAGNOSTICS
736 printf("finding sets containing known square %d,%d\n", x, y);
737 #endif
738 list = ss_overlap(ss, x, y, 1);
739
740 for (j = 0; list[j]; j++) {
741 int newmask, newmines;
742
743 s = list[j];
744
745 /*
746 * Compute the mask for this set minus the
747 * newly known square.
748 */
749 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
750
751 /*
752 * Compute the new mine count.
753 */
754 newmines = s->mines - (grid[i] == -1);
755
756 /*
757 * Insert the new set into the collection,
758 * unless it's been whittled right down to
759 * nothing.
760 */
761 if (newmask)
762 ss_add(ss, s->x, s->y, newmask, newmines);
763
764 /*
765 * Destroy the old one; it is actually obsolete.
766 */
767 ss_remove(ss, s);
768 }
769
770 sfree(list);
771 }
772
773 /*
774 * Marking a fresh square as known certainly counts as
775 * doing something.
776 */
777 done_something = TRUE;
778 }
779
780 /*
781 * Now pick a set off the to-do list and attempt deductions
782 * based on it.
783 */
784 if ((s = ss_todo(ss)) != NULL) {
785
786 #ifdef SOLVER_DIAGNOSTICS
787 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
788 #endif
789 /*
790 * Firstly, see if this set has a mine count of zero or
791 * of its own cardinality.
792 */
793 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
794 /*
795 * If so, we can immediately mark all the squares
796 * in the set as known.
797 */
798 #ifdef SOLVER_DIAGNOSTICS
799 printf("easy\n");
800 #endif
801 known_squares(w, h, std, grid, open, ctx,
802 s->x, s->y, s->mask, (s->mines != 0));
803
804 /*
805 * Having done that, we need do nothing further
806 * with this set; marking all the squares in it as
807 * known will eventually eliminate it, and will
808 * also permit further deductions about anything
809 * that overlaps it.
810 */
811 continue;
812 }
813
814 /*
815 * Failing that, we now search through all the sets
816 * which overlap this one.
817 */
818 list = ss_overlap(ss, s->x, s->y, s->mask);
819
820 for (j = 0; list[j]; j++) {
821 struct set *s2 = list[j];
822 int swing, s2wing, swc, s2wc;
823
824 /*
825 * Find the non-overlapping parts s2-s and s-s2,
826 * and their cardinalities.
827 *
828 * I'm going to refer to these parts as `wings'
829 * surrounding the central part common to both
830 * sets. The `s wing' is s-s2; the `s2 wing' is
831 * s2-s.
832 */
833 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
834 TRUE);
835 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
836 TRUE);
837 swc = bitcount16(swing);
838 s2wc = bitcount16(s2wing);
839
840 /*
841 * If one set has more mines than the other, and
842 * the number of extra mines is equal to the
843 * cardinality of that set's wing, then we can mark
844 * every square in the wing as a known mine, and
845 * every square in the other wing as known clear.
846 */
847 if (swc == s->mines - s2->mines ||
848 s2wc == s2->mines - s->mines) {
849 known_squares(w, h, std, grid, open, ctx,
850 s->x, s->y, swing,
851 (swc == s->mines - s2->mines));
852 known_squares(w, h, std, grid, open, ctx,
853 s2->x, s2->y, s2wing,
854 (s2wc == s2->mines - s->mines));
855 continue;
856 }
857
858 /*
859 * Failing that, see if one set is a subset of the
860 * other. If so, we can divide up the mine count of
861 * the larger set between the smaller set and its
862 * complement, even if neither smaller set ends up
863 * being immediately clearable.
864 */
865 if (swc == 0 && s2wc != 0) {
866 /* s is a subset of s2. */
867 assert(s2->mines > s->mines);
868 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
869 } else if (s2wc == 0 && swc != 0) {
870 /* s2 is a subset of s. */
871 assert(s->mines > s2->mines);
872 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
873 }
874 }
875
876 sfree(list);
877
878 /*
879 * In this situation we have definitely done
880 * _something_, even if it's only reducing the size of
881 * our to-do list.
882 */
883 done_something = TRUE;
884 } else if (n >= 0) {
885 /*
886 * We have nothing left on our todo list, which means
887 * all localised deductions have failed. Our next step
888 * is to resort to global deduction based on the total
889 * mine count. This is computationally expensive
890 * compared to any of the above deductions, which is
891 * why we only ever do it when all else fails, so that
892 * hopefully it won't have to happen too often.
893 *
894 * If you pass n<0 into this solver, that informs it
895 * that you do not know the total mine count, so it
896 * won't even attempt these deductions.
897 */
898
899 int minesleft, squaresleft;
900 int nsets, setused[10], cursor;
901
902 /*
903 * Start by scanning the current grid state to work out
904 * how many unknown squares we still have, and how many
905 * mines are to be placed in them.
906 */
907 squaresleft = 0;
908 minesleft = n;
909 for (i = 0; i < w*h; i++) {
910 if (grid[i] == -1)
911 minesleft--;
912 else if (grid[i] == -2)
913 squaresleft++;
914 }
915
916 #ifdef SOLVER_DIAGNOSTICS
917 printf("global deduction time: squaresleft=%d minesleft=%d\n",
918 squaresleft, minesleft);
919 for (y = 0; y < h; y++) {
920 for (x = 0; x < w; x++) {
921 int v = grid[y*w+x];
922 if (v == -1)
923 putchar('*');
924 else if (v == -2)
925 putchar('?');
926 else if (v == 0)
927 putchar('-');
928 else
929 putchar('0' + v);
930 }
931 putchar('\n');
932 }
933 #endif
934
935 /*
936 * If there _are_ no unknown squares, we have actually
937 * finished.
938 */
939 if (squaresleft == 0) {
940 assert(minesleft == 0);
941 break;
942 }
943
944 /*
945 * First really simple case: if there are no more mines
946 * left, or if there are exactly as many mines left as
947 * squares to play them in, then it's all easy.
948 */
949 if (minesleft == 0 || minesleft == squaresleft) {
950 for (i = 0; i < w*h; i++)
951 if (grid[i] == -2)
952 known_squares(w, h, std, grid, open, ctx,
953 i % w, i / w, 1, minesleft != 0);
954 continue; /* now go back to main deductive loop */
955 }
956
957 /*
958 * Failing that, we have to do some _real_ work.
959 * Ideally what we do here is to try every single
960 * combination of the currently available sets, in an
961 * attempt to find a disjoint union (i.e. a set of
962 * squares with a known mine count between them) such
963 * that the remaining unknown squares _not_ contained
964 * in that union either contain no mines or are all
965 * mines.
966 *
967 * Actually enumerating all 2^n possibilities will get
968 * a bit slow for large n, so I artificially cap this
969 * recursion at n=10 to avoid too much pain.
970 */
971 nsets = count234(ss->sets);
972 if (nsets <= lenof(setused)) {
973 /*
974 * Doing this with actual recursive function calls
975 * would get fiddly because a load of local
976 * variables from this function would have to be
977 * passed down through the recursion. So instead
978 * I'm going to use a virtual recursion within this
979 * function. The way this works is:
980 *
981 * - we have an array `setused', such that
982 * setused[n] is 0 or 1 depending on whether set
983 * n is currently in the union we are
984 * considering.
985 *
986 * - we have a value `cursor' which indicates how
987 * much of `setused' we have so far filled in.
988 * It's conceptually the recursion depth.
989 *
990 * We begin by setting `cursor' to zero. Then:
991 *
992 * - if cursor can advance, we advance it by one.
993 * We set the value in `setused' that it went
994 * past to 1 if that set is disjoint from
995 * anything else currently in `setused', or to 0
996 * otherwise.
997 *
998 * - If cursor cannot advance because it has
999 * reached the end of the setused list, then we
1000 * have a maximal disjoint union. Check to see
1001 * whether its mine count has any useful
1002 * properties. If so, mark all the squares not
1003 * in the union as known and terminate.
1004 *
1005 * - If cursor has reached the end of setused and
1006 * the algorithm _hasn't_ terminated, back
1007 * cursor up to the nearest 1, turn it into a 0
1008 * and advance cursor just past it.
1009 *
1010 * - If we attempt to back up to the nearest 1 and
1011 * there isn't one at all, then we have gone
1012 * through all disjoint unions of sets in the
1013 * list and none of them has been helpful, so we
1014 * give up.
1015 */
1016 struct set *sets[lenof(setused)];
1017 for (i = 0; i < nsets; i++)
1018 sets[i] = index234(ss->sets, i);
1019
1020 cursor = 0;
1021 while (1) {
1022
1023 if (cursor < nsets) {
1024 int ok = TRUE;
1025
1026 /* See if any existing set overlaps this one. */
1027 for (i = 0; i < cursor; i++)
1028 if (setused[i] &&
1029 setmunge(sets[cursor]->x,
1030 sets[cursor]->y,
1031 sets[cursor]->mask,
1032 sets[i]->x, sets[i]->y, sets[i]->mask,
1033 FALSE)) {
1034 ok = FALSE;
1035 break;
1036 }
1037
1038 if (ok) {
1039 /*
1040 * We're adding this set to our union,
1041 * so adjust minesleft and squaresleft
1042 * appropriately.
1043 */
1044 minesleft -= sets[cursor]->mines;
1045 squaresleft -= bitcount16(sets[cursor]->mask);
1046 }
1047
1048 setused[cursor++] = ok;
1049 } else {
1050 #ifdef SOLVER_DIAGNOSTICS
1051 printf("trying a set combination with %d %d\n",
1052 squaresleft, minesleft);
1053 #endif /* SOLVER_DIAGNOSTICS */
1054
1055 /*
1056 * We've reached the end. See if we've got
1057 * anything interesting.
1058 */
1059 if (squaresleft > 0 &&
1060 (minesleft == 0 || minesleft == squaresleft)) {
1061 /*
1062 * We have! There is at least one
1063 * square not contained within the set
1064 * union we've just found, and we can
1065 * deduce that either all such squares
1066 * are mines or all are not (depending
1067 * on whether minesleft==0). So now all
1068 * we have to do is actually go through
1069 * the grid, find those squares, and
1070 * mark them.
1071 */
1072 for (i = 0; i < w*h; i++)
1073 if (grid[i] == -2) {
1074 int outside = TRUE;
1075 y = i / w;
1076 x = i % w;
1077 for (j = 0; j < nsets; j++)
1078 if (setused[j] &&
1079 setmunge(sets[j]->x, sets[j]->y,
1080 sets[j]->mask, x, y, 1,
1081 FALSE)) {
1082 outside = FALSE;
1083 break;
1084 }
1085 if (outside)
1086 known_squares(w, h, std, grid,
1087 open, ctx,
1088 x, y, 1, minesleft != 0);
1089 }
1090
1091 done_something = TRUE;
1092 break; /* return to main deductive loop */
1093 }
1094
1095 /*
1096 * If we reach here, then this union hasn't
1097 * done us any good, so move on to the
1098 * next. Backtrack cursor to the nearest 1,
1099 * change it to a 0 and continue.
1100 */
1101 while (--cursor >= 0 && !setused[cursor]);
1102 if (cursor >= 0) {
1103 assert(setused[cursor]);
1104
1105 /*
1106 * We're removing this set from our
1107 * union, so re-increment minesleft and
1108 * squaresleft.
1109 */
1110 minesleft += sets[cursor]->mines;
1111 squaresleft += bitcount16(sets[cursor]->mask);
1112
1113 setused[cursor++] = 0;
1114 } else {
1115 /*
1116 * We've backtracked all the way to the
1117 * start without finding a single 1,
1118 * which means that our virtual
1119 * recursion is complete and nothing
1120 * helped.
1121 */
1122 break;
1123 }
1124 }
1125
1126 }
1127
1128 }
1129 }
1130
1131 if (done_something)
1132 continue;
1133
1134 #ifdef SOLVER_DIAGNOSTICS
1135 /*
1136 * Dump the current known state of the grid.
1137 */
1138 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1139 for (y = 0; y < h; y++) {
1140 for (x = 0; x < w; x++) {
1141 int v = grid[y*w+x];
1142 if (v == -1)
1143 putchar('*');
1144 else if (v == -2)
1145 putchar('?');
1146 else if (v == 0)
1147 putchar('-');
1148 else
1149 putchar('0' + v);
1150 }
1151 putchar('\n');
1152 }
1153
1154 {
1155 struct set *s;
1156
1157 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1158 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1159 }
1160 #endif
1161
1162 /*
1163 * Now we really are at our wits' end as far as solving
1164 * this grid goes. Our only remaining option is to call
1165 * a perturb function and ask it to modify the grid to
1166 * make it easier.
1167 */
1168 if (perturb) {
1169 struct perturbations *ret;
1170 struct set *s;
1171
1172 nperturbs++;
1173
1174 /*
1175 * Choose a set at random from the current selection,
1176 * and ask the perturb function to either fill or empty
1177 * it.
1178 *
1179 * If we have no sets at all, we must give up.
1180 */
1181 if (count234(ss->sets) == 0) {
1182 #ifdef SOLVER_DIAGNOSTICS
1183 printf("perturbing on entire unknown set\n");
1184 #endif
1185 ret = perturb(ctx, grid, 0, 0, 0);
1186 } else {
1187 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1188 #ifdef SOLVER_DIAGNOSTICS
1189 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1190 #endif
1191 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1192 }
1193
1194 if (ret) {
1195 assert(ret->n > 0); /* otherwise should have been NULL */
1196
1197 /*
1198 * A number of squares have been fiddled with, and
1199 * the returned structure tells us which. Adjust
1200 * the mine count in any set which overlaps one of
1201 * those squares, and put them back on the to-do
1202 * list. Also, if the square itself is marked as a
1203 * known non-mine, put it back on the squares-to-do
1204 * list.
1205 */
1206 for (i = 0; i < ret->n; i++) {
1207 #ifdef SOLVER_DIAGNOSTICS
1208 printf("perturbation %s mine at %d,%d\n",
1209 ret->changes[i].delta > 0 ? "added" : "removed",
1210 ret->changes[i].x, ret->changes[i].y);
1211 #endif
1212
1213 if (ret->changes[i].delta < 0 &&
1214 grid[ret->changes[i].y*w+ret->changes[i].x] != -2) {
1215 std_add(std, ret->changes[i].y*w+ret->changes[i].x);
1216 }
1217
1218 list = ss_overlap(ss,
1219 ret->changes[i].x, ret->changes[i].y, 1);
1220
1221 for (j = 0; list[j]; j++) {
1222 list[j]->mines += ret->changes[i].delta;
1223 ss_add_todo(ss, list[j]);
1224 }
1225
1226 sfree(list);
1227 }
1228
1229 /*
1230 * Now free the returned data.
1231 */
1232 sfree(ret->changes);
1233 sfree(ret);
1234
1235 #ifdef SOLVER_DIAGNOSTICS
1236 /*
1237 * Dump the current known state of the grid.
1238 */
1239 printf("state after perturbation:\n");
1240 for (y = 0; y < h; y++) {
1241 for (x = 0; x < w; x++) {
1242 int v = grid[y*w+x];
1243 if (v == -1)
1244 putchar('*');
1245 else if (v == -2)
1246 putchar('?');
1247 else if (v == 0)
1248 putchar('-');
1249 else
1250 putchar('0' + v);
1251 }
1252 putchar('\n');
1253 }
1254
1255 {
1256 struct set *s;
1257
1258 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1259 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1260 }
1261 #endif
1262
1263 /*
1264 * And now we can go back round the deductive loop.
1265 */
1266 continue;
1267 }
1268 }
1269
1270 /*
1271 * If we get here, even that didn't work (either we didn't
1272 * have a perturb function or it returned failure), so we
1273 * give up entirely.
1274 */
1275 break;
1276 }
1277
1278 /*
1279 * See if we've got any unknown squares left.
1280 */
1281 for (y = 0; y < h; y++)
1282 for (x = 0; x < w; x++)
1283 if (grid[y*w+x] == -2) {
1284 nperturbs = -1; /* failed to complete */
1285 break;
1286 }
1287
1288 /*
1289 * Free the set list and square-todo list.
1290 */
1291 {
1292 struct set *s;
1293 while ((s = delpos234(ss->sets, 0)) != NULL)
1294 sfree(s);
1295 freetree234(ss->sets);
1296 sfree(ss);
1297 sfree(std->next);
1298 }
1299
1300 return nperturbs;
1301 }
1302
1303 /* ----------------------------------------------------------------------
1304 * Grid generator which uses the above solver.
1305 */
1306
1307 struct minectx {
1308 char *grid;
1309 int w, h;
1310 int sx, sy;
1311 int allow_big_perturbs;
1312 random_state *rs;
1313 };
1314
1315 static int mineopen(void *vctx, int x, int y)
1316 {
1317 struct minectx *ctx = (struct minectx *)vctx;
1318 int i, j, n;
1319
1320 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1321 if (ctx->grid[y * ctx->w + x])
1322 return -1; /* *bang* */
1323
1324 n = 0;
1325 for (i = -1; i <= +1; i++) {
1326 if (x + i < 0 || x + i >= ctx->w)
1327 continue;
1328 for (j = -1; j <= +1; j++) {
1329 if (y + j < 0 || y + j >= ctx->h)
1330 continue;
1331 if (i == 0 && j == 0)
1332 continue;
1333 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1334 n++;
1335 }
1336 }
1337
1338 return n;
1339 }
1340
1341 /* Structure used internally to mineperturb(). */
1342 struct square {
1343 int x, y, type, random;
1344 };
1345 static int squarecmp(const void *av, const void *bv)
1346 {
1347 const struct square *a = (const struct square *)av;
1348 const struct square *b = (const struct square *)bv;
1349 if (a->type < b->type)
1350 return -1;
1351 else if (a->type > b->type)
1352 return +1;
1353 else if (a->random < b->random)
1354 return -1;
1355 else if (a->random > b->random)
1356 return +1;
1357 else if (a->y < b->y)
1358 return -1;
1359 else if (a->y > b->y)
1360 return +1;
1361 else if (a->x < b->x)
1362 return -1;
1363 else if (a->x > b->x)
1364 return +1;
1365 return 0;
1366 }
1367
1368 /*
1369 * Normally this function is passed an (x,y,mask) set description.
1370 * On occasions, though, there is no _localised_ set being used,
1371 * and the set being perturbed is supposed to be the entirety of
1372 * the unreachable area. This is signified by the special case
1373 * mask==0: in this case, anything labelled -2 in the grid is part
1374 * of the set.
1375 *
1376 * Allowing perturbation in this special case appears to make it
1377 * guaranteeably possible to generate a workable grid for any mine
1378 * density, but they tend to be a bit boring, with mines packed
1379 * densely into far corners of the grid and the remainder being
1380 * less dense than one might like. Therefore, to improve overall
1381 * grid quality I disable this feature for the first few attempts,
1382 * and fall back to it after no useful grid has been generated.
1383 */
1384 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1385 int setx, int sety, int mask)
1386 {
1387 struct minectx *ctx = (struct minectx *)vctx;
1388 struct square *sqlist;
1389 int x, y, dx, dy, i, n, nfull, nempty;
1390 struct square **tofill, **toempty, **todo;
1391 int ntofill, ntoempty, ntodo, dtodo, dset;
1392 struct perturbations *ret;
1393 int *setlist;
1394
1395 if (!mask && !ctx->allow_big_perturbs)
1396 return NULL;
1397
1398 /*
1399 * Make a list of all the squares in the grid which we can
1400 * possibly use. This list should be in preference order, which
1401 * means
1402 *
1403 * - first, unknown squares on the boundary of known space
1404 * - next, unknown squares beyond that boundary
1405 * - as a very last resort, known squares, but not within one
1406 * square of the starting position.
1407 *
1408 * Each of these sections needs to be shuffled independently.
1409 * We do this by preparing list of all squares and then sorting
1410 * it with a random secondary key.
1411 */
1412 sqlist = snewn(ctx->w * ctx->h, struct square);
1413 n = 0;
1414 for (y = 0; y < ctx->h; y++)
1415 for (x = 0; x < ctx->w; x++) {
1416 /*
1417 * If this square is too near the starting position,
1418 * don't put it on the list at all.
1419 */
1420 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1421 continue;
1422
1423 /*
1424 * If this square is in the input set, also don't put
1425 * it on the list!
1426 */
1427 if ((mask == 0 && grid[y*ctx->w+x] == -2) ||
1428 (x >= setx && x < setx + 3 &&
1429 y >= sety && y < sety + 3 &&
1430 mask & (1 << ((y-sety)*3+(x-setx)))))
1431 continue;
1432
1433 sqlist[n].x = x;
1434 sqlist[n].y = y;
1435
1436 if (grid[y*ctx->w+x] != -2) {
1437 sqlist[n].type = 3; /* known square */
1438 } else {
1439 /*
1440 * Unknown square. Examine everything around it and
1441 * see if it borders on any known squares. If it
1442 * does, it's class 1, otherwise it's 2.
1443 */
1444
1445 sqlist[n].type = 2;
1446
1447 for (dy = -1; dy <= +1; dy++)
1448 for (dx = -1; dx <= +1; dx++)
1449 if (x+dx >= 0 && x+dx < ctx->w &&
1450 y+dy >= 0 && y+dy < ctx->h &&
1451 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1452 sqlist[n].type = 1;
1453 break;
1454 }
1455 }
1456
1457 /*
1458 * Finally, a random number to cause qsort to
1459 * shuffle within each group.
1460 */
1461 sqlist[n].random = random_bits(ctx->rs, 31);
1462
1463 n++;
1464 }
1465
1466 qsort(sqlist, n, sizeof(struct square), squarecmp);
1467
1468 /*
1469 * Now count up the number of full and empty squares in the set
1470 * we've been provided.
1471 */
1472 nfull = nempty = 0;
1473 if (mask) {
1474 for (dy = 0; dy < 3; dy++)
1475 for (dx = 0; dx < 3; dx++)
1476 if (mask & (1 << (dy*3+dx))) {
1477 assert(setx+dx <= ctx->w);
1478 assert(sety+dy <= ctx->h);
1479 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1480 nfull++;
1481 else
1482 nempty++;
1483 }
1484 } else {
1485 for (y = 0; y < ctx->h; y++)
1486 for (x = 0; x < ctx->w; x++)
1487 if (grid[y*ctx->w+x] == -2) {
1488 if (ctx->grid[y*ctx->w+x])
1489 nfull++;
1490 else
1491 nempty++;
1492 }
1493 }
1494
1495 /*
1496 * Now go through our sorted list until we find either `nfull'
1497 * empty squares, or `nempty' full squares; these will be
1498 * swapped with the appropriate squares in the set to either
1499 * fill or empty the set while keeping the same number of mines
1500 * overall.
1501 */
1502 ntofill = ntoempty = 0;
1503 if (mask) {
1504 tofill = snewn(9, struct square *);
1505 toempty = snewn(9, struct square *);
1506 } else {
1507 tofill = snewn(ctx->w * ctx->h, struct square *);
1508 toempty = snewn(ctx->w * ctx->h, struct square *);
1509 }
1510 for (i = 0; i < n; i++) {
1511 struct square *sq = &sqlist[i];
1512 if (ctx->grid[sq->y * ctx->w + sq->x])
1513 toempty[ntoempty++] = sq;
1514 else
1515 tofill[ntofill++] = sq;
1516 if (ntofill == nfull || ntoempty == nempty)
1517 break;
1518 }
1519
1520 /*
1521 * If we haven't found enough empty squares outside the set to
1522 * empty it into _or_ enough full squares outside it to fill it
1523 * up with, we'll have to settle for doing only a partial job.
1524 * In this case we choose to always _fill_ the set (because
1525 * this case will tend to crop up when we're working with very
1526 * high mine densities and the only way to get a solvable grid
1527 * is going to be to pack most of the mines solidly around the
1528 * edges). So now our job is to make a list of the empty
1529 * squares in the set, and shuffle that list so that we fill a
1530 * random selection of them.
1531 */
1532 if (ntofill != nfull && ntoempty != nempty) {
1533 int k;
1534
1535 assert(ntoempty != 0);
1536
1537 setlist = snewn(ctx->w * ctx->h, int);
1538 i = 0;
1539 if (mask) {
1540 for (dy = 0; dy < 3; dy++)
1541 for (dx = 0; dx < 3; dx++)
1542 if (mask & (1 << (dy*3+dx))) {
1543 assert(setx+dx <= ctx->w);
1544 assert(sety+dy <= ctx->h);
1545 if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1546 setlist[i++] = (sety+dy)*ctx->w+(setx+dx);
1547 }
1548 } else {
1549 for (y = 0; y < ctx->h; y++)
1550 for (x = 0; x < ctx->w; x++)
1551 if (grid[y*ctx->w+x] == -2) {
1552 if (!ctx->grid[y*ctx->w+x])
1553 setlist[i++] = y*ctx->w+x;
1554 }
1555 }
1556 assert(i > ntoempty);
1557 /*
1558 * Now pick `ntoempty' items at random from the list.
1559 */
1560 for (k = 0; k < ntoempty; k++) {
1561 int index = k + random_upto(ctx->rs, i - k);
1562 int tmp;
1563
1564 tmp = setlist[k];
1565 setlist[k] = setlist[index];
1566 setlist[index] = tmp;
1567 }
1568 } else
1569 setlist = NULL;
1570
1571 /*
1572 * Now we're pretty much there. We need to either
1573 * (a) put a mine in each of the empty squares in the set, and
1574 * take one out of each square in `toempty'
1575 * (b) take a mine out of each of the full squares in the set,
1576 * and put one in each square in `tofill'
1577 * depending on which one we've found enough squares to do.
1578 *
1579 * So we start by constructing our list of changes to return to
1580 * the solver, so that it can update its data structures
1581 * efficiently rather than having to rescan the whole grid.
1582 */
1583 ret = snew(struct perturbations);
1584 if (ntofill == nfull) {
1585 todo = tofill;
1586 ntodo = ntofill;
1587 dtodo = +1;
1588 dset = -1;
1589 sfree(toempty);
1590 } else {
1591 /*
1592 * (We also fall into this case if we've constructed a
1593 * setlist.)
1594 */
1595 todo = toempty;
1596 ntodo = ntoempty;
1597 dtodo = -1;
1598 dset = +1;
1599 sfree(tofill);
1600 }
1601 ret->n = 2 * ntodo;
1602 ret->changes = snewn(ret->n, struct perturbation);
1603 for (i = 0; i < ntodo; i++) {
1604 ret->changes[i].x = todo[i]->x;
1605 ret->changes[i].y = todo[i]->y;
1606 ret->changes[i].delta = dtodo;
1607 }
1608 /* now i == ntodo */
1609 if (setlist) {
1610 int j;
1611 assert(todo == toempty);
1612 for (j = 0; j < ntoempty; j++) {
1613 ret->changes[i].x = setlist[j] % ctx->w;
1614 ret->changes[i].y = setlist[j] / ctx->w;
1615 ret->changes[i].delta = dset;
1616 i++;
1617 }
1618 sfree(setlist);
1619 } else if (mask) {
1620 for (dy = 0; dy < 3; dy++)
1621 for (dx = 0; dx < 3; dx++)
1622 if (mask & (1 << (dy*3+dx))) {
1623 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1624 if (dset == -currval) {
1625 ret->changes[i].x = setx + dx;
1626 ret->changes[i].y = sety + dy;
1627 ret->changes[i].delta = dset;
1628 i++;
1629 }
1630 }
1631 } else {
1632 for (y = 0; y < ctx->h; y++)
1633 for (x = 0; x < ctx->w; x++)
1634 if (grid[y*ctx->w+x] == -2) {
1635 int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1);
1636 if (dset == -currval) {
1637 ret->changes[i].x = x;
1638 ret->changes[i].y = y;
1639 ret->changes[i].delta = dset;
1640 i++;
1641 }
1642 }
1643 }
1644 assert(i == ret->n);
1645
1646 sfree(sqlist);
1647 sfree(todo);
1648
1649 /*
1650 * Having set up the precise list of changes we're going to
1651 * make, we now simply make them and return.
1652 */
1653 for (i = 0; i < ret->n; i++) {
1654 int delta;
1655
1656 x = ret->changes[i].x;
1657 y = ret->changes[i].y;
1658 delta = ret->changes[i].delta;
1659
1660 /*
1661 * Check we're not trying to add an existing mine or remove
1662 * an absent one.
1663 */
1664 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1665
1666 /*
1667 * Actually make the change.
1668 */
1669 ctx->grid[y*ctx->w+x] = (delta > 0);
1670
1671 /*
1672 * Update any numbers already present in the grid.
1673 */
1674 for (dy = -1; dy <= +1; dy++)
1675 for (dx = -1; dx <= +1; dx++)
1676 if (x+dx >= 0 && x+dx < ctx->w &&
1677 y+dy >= 0 && y+dy < ctx->h &&
1678 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1679 if (dx == 0 && dy == 0) {
1680 /*
1681 * The square itself is marked as known in
1682 * the grid. Mark it as a mine if it's a
1683 * mine, or else work out its number.
1684 */
1685 if (delta > 0) {
1686 grid[y*ctx->w+x] = -1;
1687 } else {
1688 int dx2, dy2, minecount = 0;
1689 for (dy2 = -1; dy2 <= +1; dy2++)
1690 for (dx2 = -1; dx2 <= +1; dx2++)
1691 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1692 y+dy2 >= 0 && y+dy2 < ctx->h &&
1693 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1694 minecount++;
1695 grid[y*ctx->w+x] = minecount;
1696 }
1697 } else {
1698 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1699 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1700 }
1701 }
1702 }
1703
1704 #ifdef GENERATION_DIAGNOSTICS
1705 {
1706 int yy, xx;
1707 printf("grid after perturbing:\n");
1708 for (yy = 0; yy < ctx->h; yy++) {
1709 for (xx = 0; xx < ctx->w; xx++) {
1710 int v = ctx->grid[yy*ctx->w+xx];
1711 if (yy == ctx->sy && xx == ctx->sx) {
1712 assert(!v);
1713 putchar('S');
1714 } else if (v) {
1715 putchar('*');
1716 } else {
1717 putchar('-');
1718 }
1719 }
1720 putchar('\n');
1721 }
1722 printf("\n");
1723 }
1724 #endif
1725
1726 return ret;
1727 }
1728
1729 static char *minegen(int w, int h, int n, int x, int y, int unique,
1730 random_state *rs)
1731 {
1732 char *ret = snewn(w*h, char);
1733 int success;
1734 int ntries = 0;
1735
1736 do {
1737 success = FALSE;
1738 ntries++;
1739
1740 memset(ret, 0, w*h);
1741
1742 /*
1743 * Start by placing n mines, none of which is at x,y or within
1744 * one square of it.
1745 */
1746 {
1747 int *tmp = snewn(w*h, int);
1748 int i, j, k, nn;
1749
1750 /*
1751 * Write down the list of possible mine locations.
1752 */
1753 k = 0;
1754 for (i = 0; i < h; i++)
1755 for (j = 0; j < w; j++)
1756 if (abs(i - y) > 1 || abs(j - x) > 1)
1757 tmp[k++] = i*w+j;
1758
1759 /*
1760 * Now pick n off the list at random.
1761 */
1762 nn = n;
1763 while (nn-- > 0) {
1764 i = random_upto(rs, k);
1765 ret[tmp[i]] = 1;
1766 tmp[i] = tmp[--k];
1767 }
1768
1769 sfree(tmp);
1770 }
1771
1772 #ifdef GENERATION_DIAGNOSTICS
1773 {
1774 int yy, xx;
1775 printf("grid after initial generation:\n");
1776 for (yy = 0; yy < h; yy++) {
1777 for (xx = 0; xx < w; xx++) {
1778 int v = ret[yy*w+xx];
1779 if (yy == y && xx == x) {
1780 assert(!v);
1781 putchar('S');
1782 } else if (v) {
1783 putchar('*');
1784 } else {
1785 putchar('-');
1786 }
1787 }
1788 putchar('\n');
1789 }
1790 printf("\n");
1791 }
1792 #endif
1793
1794 /*
1795 * Now set up a results grid to run the solver in, and a
1796 * context for the solver to open squares. Then run the solver
1797 * repeatedly; if the number of perturb steps ever goes up or
1798 * it ever returns -1, give up completely.
1799 *
1800 * We bypass this bit if we're not after a unique grid.
1801 */
1802 if (unique) {
1803 signed char *solvegrid = snewn(w*h, signed char);
1804 struct minectx actx, *ctx = &actx;
1805 int solveret, prevret = -2;
1806
1807 ctx->grid = ret;
1808 ctx->w = w;
1809 ctx->h = h;
1810 ctx->sx = x;
1811 ctx->sy = y;
1812 ctx->rs = rs;
1813 ctx->allow_big_perturbs = (ntries > 100);
1814
1815 while (1) {
1816 memset(solvegrid, -2, w*h);
1817 solvegrid[y*w+x] = mineopen(ctx, x, y);
1818 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1819
1820 solveret =
1821 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1822 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1823 success = FALSE;
1824 break;
1825 } else if (solveret == 0) {
1826 success = TRUE;
1827 break;
1828 }
1829 }
1830
1831 sfree(solvegrid);
1832 } else {
1833 success = TRUE;
1834 }
1835
1836 } while (!success);
1837
1838 return ret;
1839 }
1840
1841 static char *describe_layout(char *grid, int area, int x, int y,
1842 int obfuscate)
1843 {
1844 char *ret, *p;
1845 unsigned char *bmp;
1846 int i;
1847
1848 /*
1849 * Set up the mine bitmap and obfuscate it.
1850 */
1851 bmp = snewn((area + 7) / 8, unsigned char);
1852 memset(bmp, 0, (area + 7) / 8);
1853 for (i = 0; i < area; i++) {
1854 if (grid[i])
1855 bmp[i / 8] |= 0x80 >> (i % 8);
1856 }
1857 if (obfuscate)
1858 obfuscate_bitmap(bmp, area, FALSE);
1859
1860 /*
1861 * Now encode the resulting bitmap in hex. We can work to
1862 * nibble rather than byte granularity, since the obfuscation
1863 * function guarantees to return a bit string of the same
1864 * length as its input.
1865 */
1866 ret = snewn((area+3)/4 + 100, char);
1867 p = ret + sprintf(ret, "%d,%d,%s", x, y,
1868 obfuscate ? "m" : "u"); /* 'm' == masked */
1869 for (i = 0; i < (area+3)/4; i++) {
1870 int v = bmp[i/2];
1871 if (i % 2 == 0)
1872 v >>= 4;
1873 *p++ = "0123456789abcdef"[v & 0xF];
1874 }
1875 *p = '\0';
1876
1877 sfree(bmp);
1878
1879 return ret;
1880 }
1881
1882 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1883 random_state *rs, char **game_desc)
1884 {
1885 char *grid;
1886
1887 #ifdef TEST_OBFUSCATION
1888 static int tested_obfuscation = FALSE;
1889 if (!tested_obfuscation) {
1890 /*
1891 * A few simple test vectors for the obfuscator.
1892 *
1893 * First test: the 28-bit stream 1234567. This divides up
1894 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1895 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1896 * we XOR the 16-bit string 15CE into the input 1234 to get
1897 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1898 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1899 * 12-bit string 337 into the input 567 to get 650. Thus
1900 * our output is 07FA650.
1901 */
1902 {
1903 unsigned char bmp1[] = "\x12\x34\x56\x70";
1904 obfuscate_bitmap(bmp1, 28, FALSE);
1905 printf("test 1 encode: %s\n",
1906 memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
1907 obfuscate_bitmap(bmp1, 28, TRUE);
1908 printf("test 1 decode: %s\n",
1909 memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
1910 }
1911 /*
1912 * Second test: a long string to make sure we switch from
1913 * one SHA to the next correctly. My input string this time
1914 * is simply fifty bytes of zeroes.
1915 */
1916 {
1917 unsigned char bmp2[50];
1918 unsigned char bmp2a[50];
1919 memset(bmp2, 0, 50);
1920 memset(bmp2a, 0, 50);
1921 obfuscate_bitmap(bmp2, 50 * 8, FALSE);
1922 /*
1923 * SHA of twenty-five zero bytes plus "0" is
1924 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1925 * twenty-five zero bytes plus "1" is
1926 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1927 * first half becomes
1928 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1929 *
1930 * SHA of that lot plus "0" is
1931 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1932 * same string plus "1" is
1933 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1934 * second half becomes
1935 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1936 */
1937 printf("test 2 encode: %s\n",
1938 memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1939 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1940 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1941 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1942 "\xd8\xdf\x78", 50) ? "failed" : "passed");
1943 obfuscate_bitmap(bmp2, 50 * 8, TRUE);
1944 printf("test 2 decode: %s\n",
1945 memcmp(bmp2, bmp2a, 50) ? "failed" : "passed");
1946 }
1947 }
1948 #endif
1949
1950 grid = minegen(w, h, n, x, y, unique, rs);
1951
1952 if (game_desc)
1953 *game_desc = describe_layout(grid, w * h, x, y, TRUE);
1954
1955 return grid;
1956 }
1957
1958 static char *new_game_desc(game_params *params, random_state *rs,
1959 char **aux, int interactive)
1960 {
1961 /*
1962 * We generate the coordinates of an initial click even if they
1963 * aren't actually used. This has the effect of harmonising the
1964 * random number usage between interactive and batch use: if
1965 * you use `mines --generate' with an explicit random seed, you
1966 * should get exactly the same results as if you type the same
1967 * random seed into the interactive game and click in the same
1968 * initial location. (Of course you won't get the same grid if
1969 * you click in a _different_ initial location, but there's
1970 * nothing to be done about that.)
1971 */
1972 int x = random_upto(rs, params->w);
1973 int y = random_upto(rs, params->h);
1974
1975 if (!interactive) {
1976 /*
1977 * For batch-generated grids, pre-open one square.
1978 */
1979 char *grid;
1980 char *desc;
1981
1982 grid = new_mine_layout(params->w, params->h, params->n,
1983 x, y, params->unique, rs, &desc);
1984 sfree(grid);
1985 return desc;
1986 } else {
1987 char *rsdesc, *desc;
1988
1989 rsdesc = random_state_encode(rs);
1990 desc = snewn(strlen(rsdesc) + 100, char);
1991 sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc);
1992 sfree(rsdesc);
1993 return desc;
1994 }
1995 }
1996
1997 static char *validate_desc(game_params *params, char *desc)
1998 {
1999 int wh = params->w * params->h;
2000 int x, y;
2001
2002 if (*desc == 'r') {
2003 desc++;
2004 if (!*desc || !isdigit((unsigned char)*desc))
2005 return "No initial mine count in game description";
2006 while (*desc && isdigit((unsigned char)*desc))
2007 desc++; /* skip over mine count */
2008 if (*desc != ',')
2009 return "No ',' after initial x-coordinate in game description";
2010 desc++;
2011 if (*desc != 'u' && *desc != 'a')
2012 return "No uniqueness specifier in game description";
2013 desc++;
2014 if (*desc != ',')
2015 return "No ',' after uniqueness specifier in game description";
2016 /* now ignore the rest */
2017 } else {
2018 if (*desc && isdigit((unsigned char)*desc)) {
2019 x = atoi(desc);
2020 if (x < 0 || x >= params->w)
2021 return "Initial x-coordinate was out of range";
2022 while (*desc && isdigit((unsigned char)*desc))
2023 desc++; /* skip over x coordinate */
2024 if (*desc != ',')
2025 return "No ',' after initial x-coordinate in game description";
2026 desc++; /* eat comma */
2027 if (!*desc || !isdigit((unsigned char)*desc))
2028 return "No initial y-coordinate in game description";
2029 y = atoi(desc);
2030 if (y < 0 || y >= params->h)
2031 return "Initial y-coordinate was out of range";
2032 while (*desc && isdigit((unsigned char)*desc))
2033 desc++; /* skip over y coordinate */
2034 if (*desc != ',')
2035 return "No ',' after initial y-coordinate in game description";
2036 desc++; /* eat comma */
2037 }
2038 /* eat `m' for `masked' or `u' for `unmasked', if present */
2039 if (*desc == 'm' || *desc == 'u')
2040 desc++;
2041 /* now just check length of remainder */
2042 if (strlen(desc) != (wh+3)/4)
2043 return "Game description is wrong length";
2044 }
2045
2046 return NULL;
2047 }
2048
2049 static int open_square(game_state *state, int x, int y)
2050 {
2051 int w = state->w, h = state->h;
2052 int xx, yy, nmines, ncovered;
2053
2054 if (!state->layout->mines) {
2055 /*
2056 * We have a preliminary game in which the mine layout
2057 * hasn't been generated yet. Generate it based on the
2058 * initial click location.
2059 */
2060 char *desc, *privdesc;
2061 state->layout->mines = new_mine_layout(w, h, state->layout->n,
2062 x, y, state->layout->unique,
2063 state->layout->rs,
2064 &desc);
2065 /*
2066 * Find the trailing substring of the game description
2067 * corresponding to just the mine layout; we will use this
2068 * as our second `private' game ID for serialisation.
2069 */
2070 privdesc = desc;
2071 while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
2072 if (*privdesc == ',') privdesc++;
2073 while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
2074 if (*privdesc == ',') privdesc++;
2075 assert(*privdesc == 'm');
2076 midend_supersede_game_desc(state->layout->me, desc, privdesc);
2077 sfree(desc);
2078 random_free(state->layout->rs);
2079 state->layout->rs = NULL;
2080 }
2081
2082 if (state->layout->mines[y*w+x]) {
2083 /*
2084 * The player has landed on a mine. Bad luck. Expose the
2085 * mine that killed them, but not the rest (in case they
2086 * want to Undo and carry on playing).
2087 */
2088 state->dead = TRUE;
2089 state->grid[y*w+x] = 65;
2090 return -1;
2091 }
2092
2093 /*
2094 * Otherwise, the player has opened a safe square. Mark it to-do.
2095 */
2096 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
2097
2098 /*
2099 * Now go through the grid finding all `todo' values and
2100 * opening them. Every time one of them turns out to have no
2101 * neighbouring mines, we add all its unopened neighbours to
2102 * the list as well.
2103 *
2104 * FIXME: We really ought to be able to do this better than
2105 * using repeated N^2 scans of the grid.
2106 */
2107 while (1) {
2108 int done_something = FALSE;
2109
2110 for (yy = 0; yy < h; yy++)
2111 for (xx = 0; xx < w; xx++)
2112 if (state->grid[yy*w+xx] == -10) {
2113 int dx, dy, v;
2114
2115 assert(!state->layout->mines[yy*w+xx]);
2116
2117 v = 0;
2118
2119 for (dx = -1; dx <= +1; dx++)
2120 for (dy = -1; dy <= +1; dy++)
2121 if (xx+dx >= 0 && xx+dx < state->w &&
2122 yy+dy >= 0 && yy+dy < state->h &&
2123 state->layout->mines[(yy+dy)*w+(xx+dx)])
2124 v++;
2125
2126 state->grid[yy*w+xx] = v;
2127
2128 if (v == 0) {
2129 for (dx = -1; dx <= +1; dx++)
2130 for (dy = -1; dy <= +1; dy++)
2131 if (xx+dx >= 0 && xx+dx < state->w &&
2132 yy+dy >= 0 && yy+dy < state->h &&
2133 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2134 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2135 }
2136
2137 done_something = TRUE;
2138 }
2139
2140 if (!done_something)
2141 break;
2142 }
2143
2144 /*
2145 * Finally, scan the grid and see if exactly as many squares
2146 * are still covered as there are mines. If so, set the `won'
2147 * flag and fill in mine markers on all covered squares.
2148 */
2149 nmines = ncovered = 0;
2150 for (yy = 0; yy < h; yy++)
2151 for (xx = 0; xx < w; xx++) {
2152 if (state->grid[yy*w+xx] < 0)
2153 ncovered++;
2154 if (state->layout->mines[yy*w+xx])
2155 nmines++;
2156 }
2157 assert(ncovered >= nmines);
2158 if (ncovered == nmines) {
2159 for (yy = 0; yy < h; yy++)
2160 for (xx = 0; xx < w; xx++) {
2161 if (state->grid[yy*w+xx] < 0)
2162 state->grid[yy*w+xx] = -1;
2163 }
2164 state->won = TRUE;
2165 }
2166
2167 return 0;
2168 }
2169
2170 static game_state *new_game(midend *me, game_params *params, char *desc)
2171 {
2172 game_state *state = snew(game_state);
2173 int i, wh, x, y, masked;
2174 unsigned char *bmp;
2175
2176 state->w = params->w;
2177 state->h = params->h;
2178 state->n = params->n;
2179 state->dead = state->won = FALSE;
2180 state->used_solve = FALSE;
2181
2182 wh = state->w * state->h;
2183
2184 state->layout = snew(struct mine_layout);
2185 memset(state->layout, 0, sizeof(struct mine_layout));
2186 state->layout->refcount = 1;
2187
2188 state->grid = snewn(wh, signed char);
2189 memset(state->grid, -2, wh);
2190
2191 if (*desc == 'r') {
2192 desc++;
2193 state->layout->n = atoi(desc);
2194 while (*desc && isdigit((unsigned char)*desc))
2195 desc++; /* skip over mine count */
2196 if (*desc) desc++; /* eat comma */
2197 if (*desc == 'a')
2198 state->layout->unique = FALSE;
2199 else
2200 state->layout->unique = TRUE;
2201 desc++;
2202 if (*desc) desc++; /* eat comma */
2203
2204 state->layout->mines = NULL;
2205 state->layout->rs = random_state_decode(desc);
2206 state->layout->me = me;
2207
2208 } else {
2209 state->layout->rs = NULL;
2210 state->layout->me = NULL;
2211 state->layout->mines = snewn(wh, char);
2212
2213 if (*desc && isdigit((unsigned char)*desc)) {
2214 x = atoi(desc);
2215 while (*desc && isdigit((unsigned char)*desc))
2216 desc++; /* skip over x coordinate */
2217 if (*desc) desc++; /* eat comma */
2218 y = atoi(desc);
2219 while (*desc && isdigit((unsigned char)*desc))
2220 desc++; /* skip over y coordinate */
2221 if (*desc) desc++; /* eat comma */
2222 } else {
2223 x = y = -1;
2224 }
2225
2226 if (*desc == 'm') {
2227 masked = TRUE;
2228 desc++;
2229 } else {
2230 if (*desc == 'u')
2231 desc++;
2232 /*
2233 * We permit game IDs to be entered by hand without the
2234 * masking transformation.
2235 */
2236 masked = FALSE;
2237 }
2238
2239 bmp = snewn((wh + 7) / 8, unsigned char);
2240 memset(bmp, 0, (wh + 7) / 8);
2241 for (i = 0; i < (wh+3)/4; i++) {
2242 int c = desc[i];
2243 int v;
2244
2245 assert(c != 0); /* validate_desc should have caught */
2246 if (c >= '0' && c <= '9')
2247 v = c - '0';
2248 else if (c >= 'a' && c <= 'f')
2249 v = c - 'a' + 10;
2250 else if (c >= 'A' && c <= 'F')
2251 v = c - 'A' + 10;
2252 else
2253 v = 0;
2254
2255 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2256 }
2257
2258 if (masked)
2259 obfuscate_bitmap(bmp, wh, TRUE);
2260
2261 memset(state->layout->mines, 0, wh);
2262 for (i = 0; i < wh; i++) {
2263 if (bmp[i / 8] & (0x80 >> (i % 8)))
2264 state->layout->mines[i] = 1;
2265 }
2266
2267 if (x >= 0 && y >= 0)
2268 open_square(state, x, y);
2269 sfree(bmp);
2270 }
2271
2272 return state;
2273 }
2274
2275 static game_state *dup_game(game_state *state)
2276 {
2277 game_state *ret = snew(game_state);
2278
2279 ret->w = state->w;
2280 ret->h = state->h;
2281 ret->n = state->n;
2282 ret->dead = state->dead;
2283 ret->won = state->won;
2284 ret->used_solve = state->used_solve;
2285 ret->layout = state->layout;
2286 ret->layout->refcount++;
2287 ret->grid = snewn(ret->w * ret->h, signed char);
2288 memcpy(ret->grid, state->grid, ret->w * ret->h);
2289
2290 return ret;
2291 }
2292
2293 static void free_game(game_state *state)
2294 {
2295 if (--state->layout->refcount <= 0) {
2296 sfree(state->layout->mines);
2297 if (state->layout->rs)
2298 random_free(state->layout->rs);
2299 sfree(state->layout);
2300 }
2301 sfree(state->grid);
2302 sfree(state);
2303 }
2304
2305 static char *solve_game(game_state *state, game_state *currstate,
2306 char *aux, char **error)
2307 {
2308 if (!state->layout->mines) {
2309 *error = "Game has not been started yet";
2310 return NULL;
2311 }
2312
2313 return dupstr("S");
2314 }
2315
2316 static int game_can_format_as_text_now(game_params *params)
2317 {
2318 return TRUE;
2319 }
2320
2321 static char *game_text_format(game_state *state)
2322 {
2323 char *ret;
2324 int x, y;
2325
2326 ret = snewn((state->w + 1) * state->h + 1, char);
2327 for (y = 0; y < state->h; y++) {
2328 for (x = 0; x < state->w; x++) {
2329 int v = state->grid[y*state->w+x];
2330 if (v == 0)
2331 v = '-';
2332 else if (v >= 1 && v <= 8)
2333 v = '0' + v;
2334 else if (v == -1)
2335 v = '*';
2336 else if (v == -2 || v == -3)
2337 v = '?';
2338 else if (v >= 64)
2339 v = '!';
2340 ret[y * (state->w+1) + x] = v;
2341 }
2342 ret[y * (state->w+1) + state->w] = '\n';
2343 }
2344 ret[(state->w + 1) * state->h] = '\0';
2345
2346 return ret;
2347 }
2348
2349 struct game_ui {
2350 int hx, hy, hradius; /* for mouse-down highlights */
2351 int validradius;
2352 int flash_is_death;
2353 int deaths, completed;
2354 int cur_x, cur_y, cur_visible;
2355 };
2356
2357 static game_ui *new_ui(game_state *state)
2358 {
2359 game_ui *ui = snew(game_ui);
2360 ui->hx = ui->hy = -1;
2361 ui->hradius = ui->validradius = 0;
2362 ui->deaths = 0;
2363 ui->completed = FALSE;
2364 ui->flash_is_death = FALSE; /* *shrug* */
2365 ui->cur_x = ui->cur_y = ui->cur_visible = 0;
2366 return ui;
2367 }
2368
2369 static void free_ui(game_ui *ui)
2370 {
2371 sfree(ui);
2372 }
2373
2374 static char *encode_ui(game_ui *ui)
2375 {
2376 char buf[80];
2377 /*
2378 * The deaths counter and completion status need preserving
2379 * across a serialisation.
2380 */
2381 sprintf(buf, "D%d", ui->deaths);
2382 if (ui->completed)
2383 strcat(buf, "C");
2384 return dupstr(buf);
2385 }
2386
2387 static void decode_ui(game_ui *ui, char *encoding)
2388 {
2389 int p= 0;
2390 sscanf(encoding, "D%d%n", &ui->deaths, &p);
2391 if (encoding[p] == 'C')
2392 ui->completed = TRUE;
2393 }
2394
2395 static void game_changed_state(game_ui *ui, game_state *oldstate,
2396 game_state *newstate)
2397 {
2398 if (newstate->won)
2399 ui->completed = TRUE;
2400 }
2401
2402 struct game_drawstate {
2403 int w, h, started, tilesize, bg;
2404 signed char *grid;
2405 /*
2406 * Items in this `grid' array have all the same values as in
2407 * the game_state grid, and in addition:
2408 *
2409 * - -10 means the tile was drawn `specially' as a result of a
2410 * flash, so it will always need redrawing.
2411 *
2412 * - -22 and -23 mean the tile is highlighted for a possible
2413 * click.
2414 */
2415 int cur_x, cur_y; /* -1, -1 for no cursor displayed. */
2416 };
2417
2418 static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate *ds,
2419 int x, int y, int button)
2420 {
2421 int cx, cy;
2422 char buf[256];
2423
2424 if (from->dead || from->won)
2425 return NULL; /* no further moves permitted */
2426
2427 cx = FROMCOORD(x);
2428 cy = FROMCOORD(y);
2429
2430 if (IS_CURSOR_MOVE(button)) {
2431 move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
2432 ui->cur_visible = 1;
2433 return "";
2434 }
2435 if (IS_CURSOR_SELECT(button)) {
2436 int v = from->grid[ui->cur_y * from->w + ui->cur_x];
2437
2438 if (!ui->cur_visible) {
2439 ui->cur_visible = 1;
2440 return "";
2441 }
2442 if (button == CURSOR_SELECT2) {
2443 /* As for RIGHT_BUTTON; only works on covered square. */
2444 if (v != -2 && v != -1)
2445 return NULL;
2446 sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y);
2447 return dupstr(buf);
2448 }
2449 /* Otherwise, treat as LEFT_BUTTON, for a single square. */
2450 if (v == -2 || v == -3) {
2451 if (from->layout->mines &&
2452 from->layout->mines[ui->cur_y * from->w + ui->cur_x])
2453 ui->deaths++;
2454
2455 sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y);
2456 return dupstr(buf);
2457 }
2458 cx = ui->cur_x; cy = ui->cur_y;
2459 ui->validradius = 1;
2460 goto uncover;
2461 }
2462
2463 if (button == LEFT_BUTTON || button == LEFT_DRAG ||
2464 button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
2465 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2466 return NULL;
2467
2468 /*
2469 * Mouse-downs and mouse-drags just cause highlighting
2470 * updates.
2471 */
2472 ui->hx = cx;
2473 ui->hy = cy;
2474 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2475 if (button == LEFT_BUTTON)
2476 ui->validradius = ui->hradius;
2477 else if (button == MIDDLE_BUTTON)
2478 ui->validradius = 1;
2479 ui->cur_visible = 0;
2480 return "";
2481 }
2482
2483 if (button == RIGHT_BUTTON) {
2484 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2485 return NULL;
2486
2487 /*
2488 * Right-clicking only works on a covered square, and it
2489 * toggles between -1 (marked as mine) and -2 (not marked
2490 * as mine).
2491 *
2492 * FIXME: question marks.
2493 */
2494 if (from->grid[cy * from->w + cx] != -2 &&
2495 from->grid[cy * from->w + cx] != -1)
2496 return NULL;
2497
2498 sprintf(buf, "F%d,%d", cx, cy);
2499 return dupstr(buf);
2500 }
2501
2502 if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
2503 ui->hx = ui->hy = -1;
2504 ui->hradius = 0;
2505
2506 /*
2507 * At this stage we must never return NULL: we have adjusted
2508 * the ui, so at worst we return "".
2509 */
2510 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2511 return "";
2512
2513 /*
2514 * Left-clicking on a covered square opens a tile. Not
2515 * permitted if the tile is marked as a mine, for safety.
2516 * (Unmark it and _then_ open it.)
2517 */
2518 if (button == LEFT_RELEASE &&
2519 (from->grid[cy * from->w + cx] == -2 ||
2520 from->grid[cy * from->w + cx] == -3) &&
2521 ui->validradius == 0) {
2522 /* Check if you've killed yourself. */
2523 if (from->layout->mines && from->layout->mines[cy * from->w + cx])
2524 ui->deaths++;
2525
2526 sprintf(buf, "O%d,%d", cx, cy);
2527 return dupstr(buf);
2528 }
2529 goto uncover;
2530 }
2531 return NULL;
2532
2533 uncover:
2534 {
2535 /*
2536 * Left-clicking or middle-clicking on an uncovered tile:
2537 * first we check to see if the number of mine markers
2538 * surrounding the tile is equal to its mine count, and if
2539 * so then we open all other surrounding squares.
2540 */
2541 if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) {
2542 int dy, dx, n;
2543
2544 /* Count mine markers. */
2545 n = 0;
2546 for (dy = -1; dy <= +1; dy++)
2547 for (dx = -1; dx <= +1; dx++)
2548 if (cx+dx >= 0 && cx+dx < from->w &&
2549 cy+dy >= 0 && cy+dy < from->h) {
2550 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2551 n++;
2552 }
2553
2554 if (n == from->grid[cy * from->w + cx]) {
2555
2556 /*
2557 * Now see if any of the squares we're clearing
2558 * contains a mine (which will happen iff you've
2559 * incorrectly marked the mines around the clicked
2560 * square). If so, we open _just_ those squares, to
2561 * reveal as little additional information as we
2562 * can.
2563 */
2564 char *p = buf;
2565 char *sep = "";
2566
2567 for (dy = -1; dy <= +1; dy++)
2568 for (dx = -1; dx <= +1; dx++)
2569 if (cx+dx >= 0 && cx+dx < from->w &&
2570 cy+dy >= 0 && cy+dy < from->h) {
2571 if (from->grid[(cy+dy)*from->w+(cx+dx)] != -1 &&
2572 from->layout->mines &&
2573 from->layout->mines[(cy+dy)*from->w+(cx+dx)]) {
2574 p += sprintf(p, "%sO%d,%d", sep, cx+dx, cy+dy);
2575 sep = ";";
2576 }
2577 }
2578
2579 if (p > buf) {
2580 ui->deaths++;
2581 } else {
2582 sprintf(buf, "C%d,%d", cx, cy);
2583 }
2584
2585 return dupstr(buf);
2586 }
2587 }
2588
2589 return "";
2590 }
2591 }
2592
2593 static game_state *execute_move(game_state *from, char *move)
2594 {
2595 int cy, cx;
2596 game_state *ret;
2597
2598 if (!strcmp(move, "S")) {
2599 int yy, xx;
2600
2601 ret = dup_game(from);
2602 if (!ret->dead) {
2603 /*
2604 * If the player is still alive at the moment of pressing
2605 * Solve, expose the entire grid as if it were a completed
2606 * solution.
2607 */
2608 for (yy = 0; yy < ret->h; yy++)
2609 for (xx = 0; xx < ret->w; xx++) {
2610
2611 if (ret->layout->mines[yy*ret->w+xx]) {
2612 ret->grid[yy*ret->w+xx] = -1;
2613 } else {
2614 int dx, dy, v;
2615
2616 v = 0;
2617
2618 for (dx = -1; dx <= +1; dx++)
2619 for (dy = -1; dy <= +1; dy++)
2620 if (xx+dx >= 0 && xx+dx < ret->w &&
2621 yy+dy >= 0 && yy+dy < ret->h &&
2622 ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
2623 v++;
2624
2625 ret->grid[yy*ret->w+xx] = v;
2626 }
2627 }
2628 } else {
2629 /*
2630 * If the player pressed Solve _after dying_, show a full
2631 * corrections grid in the style of standard Minesweeper.
2632 * Players who don't like Mines's behaviour on death of
2633 * only showing the mine that killed you (so that in case
2634 * of a typo you can undo and carry on without the rest of
2635 * the grid being spoiled) can use this to get the display
2636 * that ordinary Minesweeper would have given them.
2637 */
2638 for (yy = 0; yy < ret->h; yy++)
2639 for (xx = 0; xx < ret->w; xx++) {
2640 int pos = yy*ret->w+xx;
2641 if ((ret->grid[pos] == -2 || ret->grid[pos] == -3) &&
2642 ret->layout->mines[pos]) {
2643 ret->grid[pos] = 64;
2644 } else if (ret->grid[pos] == -1 &&
2645 !ret->layout->mines[pos]) {
2646 ret->grid[pos] = 66;
2647 }
2648 }
2649 }
2650 ret->used_solve = TRUE;
2651
2652 return ret;
2653 } else {
2654 ret = dup_game(from);
2655
2656 while (*move) {
2657 if (move[0] == 'F' &&
2658 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2659 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2660 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2661 } else if (move[0] == 'O' &&
2662 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2663 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2664 open_square(ret, cx, cy);
2665 } else if (move[0] == 'C' &&
2666 sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
2667 cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
2668 int dx, dy;
2669
2670 for (dy = -1; dy <= +1; dy++)
2671 for (dx = -1; dx <= +1; dx++)
2672 if (cx+dx >= 0 && cx+dx < ret->w &&
2673 cy+dy >= 0 && cy+dy < ret->h &&
2674 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2675 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2676 open_square(ret, cx+dx, cy+dy);
2677 } else {
2678 free_game(ret);
2679 return NULL;
2680 }
2681
2682 while (*move && *move != ';') move++;
2683 if (*move) move++;
2684 }
2685
2686 return ret;
2687 }
2688 }
2689
2690 /* ----------------------------------------------------------------------
2691 * Drawing routines.
2692 */
2693
2694 static void game_compute_size(game_params *params, int tilesize,
2695 int *x, int *y)
2696 {
2697 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2698 struct { int tilesize; } ads, *ds = &ads;
2699 ads.tilesize = tilesize;
2700
2701 *x = BORDER * 2 + TILE_SIZE * params->w;
2702 *y = BORDER * 2 + TILE_SIZE * params->h;
2703 }
2704
2705 static void game_set_size(drawing *dr, game_drawstate *ds,
2706 game_params *params, int tilesize)
2707 {
2708 ds->tilesize = tilesize;
2709 }
2710
2711 static float *game_colours(frontend *fe, int *ncolours)
2712 {
2713 float *ret = snewn(3 * NCOLOURS, float);
2714
2715 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2716
2717 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F;
2718 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F;
2719 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F;
2720
2721 ret[COL_1 * 3 + 0] = 0.0F;
2722 ret[COL_1 * 3 + 1] = 0.0F;
2723 ret[COL_1 * 3 + 2] = 1.0F;
2724
2725 ret[COL_2 * 3 + 0] = 0.0F;
2726 ret[COL_2 * 3 + 1] = 0.5F;
2727 ret[COL_2 * 3 + 2] = 0.0F;
2728
2729 ret[COL_3 * 3 + 0] = 1.0F;
2730 ret[COL_3 * 3 + 1] = 0.0F;
2731 ret[COL_3 * 3 + 2] = 0.0F;
2732
2733 ret[COL_4 * 3 + 0] = 0.0F;
2734 ret[COL_4 * 3 + 1] = 0.0F;
2735 ret[COL_4 * 3 + 2] = 0.5F;
2736
2737 ret[COL_5 * 3 + 0] = 0.5F;
2738 ret[COL_5 * 3 + 1] = 0.0F;
2739 ret[COL_5 * 3 + 2] = 0.0F;
2740
2741 ret[COL_6 * 3 + 0] = 0.0F;
2742 ret[COL_6 * 3 + 1] = 0.5F;
2743 ret[COL_6 * 3 + 2] = 0.5F;
2744
2745 ret[COL_7 * 3 + 0] = 0.0F;
2746 ret[COL_7 * 3 + 1] = 0.0F;
2747 ret[COL_7 * 3 + 2] = 0.0F;
2748
2749 ret[COL_8 * 3 + 0] = 0.5F;
2750 ret[COL_8 * 3 + 1] = 0.5F;
2751 ret[COL_8 * 3 + 2] = 0.5F;
2752
2753 ret[COL_MINE * 3 + 0] = 0.0F;
2754 ret[COL_MINE * 3 + 1] = 0.0F;
2755 ret[COL_MINE * 3 + 2] = 0.0F;
2756
2757 ret[COL_BANG * 3 + 0] = 1.0F;
2758 ret[COL_BANG * 3 + 1] = 0.0F;
2759 ret[COL_BANG * 3 + 2] = 0.0F;
2760
2761 ret[COL_CROSS * 3 + 0] = 1.0F;
2762 ret[COL_CROSS * 3 + 1] = 0.0F;
2763 ret[COL_CROSS * 3 + 2] = 0.0F;
2764
2765 ret[COL_FLAG * 3 + 0] = 1.0F;
2766 ret[COL_FLAG * 3 + 1] = 0.0F;
2767 ret[COL_FLAG * 3 + 2] = 0.0F;
2768
2769 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2770 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2771 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2772
2773 ret[COL_QUERY * 3 + 0] = 0.0F;
2774 ret[COL_QUERY * 3 + 1] = 0.0F;
2775 ret[COL_QUERY * 3 + 2] = 0.0F;
2776
2777 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2778 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2779 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2780
2781 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
2782 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
2783 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
2784
2785 ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
2786 ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
2787 ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
2788
2789 /* Red tinge to a light colour, for the cursor. */
2790 ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0];
2791 ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
2792 ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
2793
2794 *ncolours = NCOLOURS;
2795 return ret;
2796 }
2797
2798 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2799 {
2800 struct game_drawstate *ds = snew(struct game_drawstate);
2801
2802 ds->w = state->w;
2803 ds->h = state->h;
2804 ds->started = FALSE;
2805 ds->tilesize = 0; /* not decided yet */
2806 ds->grid = snewn(ds->w * ds->h, signed char);
2807 ds->bg = -1;
2808 ds->cur_x = ds->cur_y = -1;
2809
2810 memset(ds->grid, -99, ds->w * ds->h);
2811
2812 return ds;
2813 }
2814
2815 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2816 {
2817 sfree(ds->grid);
2818 sfree(ds);
2819 }
2820
2821 static void draw_tile(drawing *dr, game_drawstate *ds,
2822 int x, int y, int v, int bg)
2823 {
2824 if (v < 0) {
2825 int coords[12];
2826 int hl = 0;
2827
2828 if (v == -22 || v == -23) {
2829 v += 20;
2830
2831 /*
2832 * Omit the highlights in this case.
2833 */
2834 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
2835 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2836 draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2837 draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2838 } else {
2839 /*
2840 * Draw highlights to indicate the square is covered.
2841 */
2842 coords[0] = x + TILE_SIZE - 1;
2843 coords[1] = y + TILE_SIZE - 1;
2844 coords[2] = x + TILE_SIZE - 1;
2845 coords[3] = y;
2846 coords[4] = x;
2847 coords[5] = y + TILE_SIZE - 1;
2848 draw_polygon(dr, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl);
2849
2850 coords[0] = x;
2851 coords[1] = y;
2852 draw_polygon(dr, coords, 3, COL_HIGHLIGHT ^ hl,
2853 COL_HIGHLIGHT ^ hl);
2854
2855 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2856 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2857 bg);
2858 }
2859
2860 if (v == -1) {
2861 /*
2862 * Draw a flag.
2863 */
2864 #define SETCOORD(n, dx, dy) do { \
2865 coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
2866 coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
2867 } while (0)
2868 SETCOORD(0, 0.6F, 0.35F);
2869 SETCOORD(1, 0.6F, 0.7F);
2870 SETCOORD(2, 0.8F, 0.8F);
2871 SETCOORD(3, 0.25F, 0.8F);
2872 SETCOORD(4, 0.55F, 0.7F);
2873 SETCOORD(5, 0.55F, 0.35F);
2874 draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
2875
2876 SETCOORD(0, 0.6F, 0.2F);
2877 SETCOORD(1, 0.6F, 0.5F);
2878 SETCOORD(2, 0.2F, 0.35F);
2879 draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
2880 #undef SETCOORD
2881
2882 } else if (v == -3) {
2883 /*
2884 * Draw a question mark.
2885 */
2886 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2887 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2888 ALIGN_VCENTRE | ALIGN_HCENTRE,
2889 COL_QUERY, "?");
2890 }
2891 } else {
2892 /*
2893 * Clear the square to the background colour, and draw thin
2894 * grid lines along the top and left.
2895 *
2896 * Exception is that for value 65 (mine we've just trodden
2897 * on), we clear the square to COL_BANG.
2898 */
2899 if (v & 32) {
2900 bg = COL_WRONGNUMBER;
2901 v &= ~32;
2902 }
2903 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
2904 (v == 65 ? COL_BANG :
2905 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2906 draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2907 draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2908
2909 if (v > 0 && v <= 8) {
2910 /*
2911 * Mark a number.
2912 */
2913 char str[2];
2914 str[0] = v + '0';
2915 str[1] = '\0';
2916 draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2917 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2918 ALIGN_VCENTRE | ALIGN_HCENTRE,
2919 (COL_1 - 1) + v, str);
2920
2921 } else if (v >= 64) {
2922 /*
2923 * Mark a mine.
2924 */
2925 {
2926 int cx = x + TILE_SIZE / 2;
2927 int cy = y + TILE_SIZE / 2;
2928 int r = TILE_SIZE / 2 - 3;
2929
2930 draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE);
2931 draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE);
2932 draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE);
2933 draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2934 }
2935
2936 if (v == 66) {
2937 /*
2938 * Cross through the mine.
2939 */
2940 int dx;
2941 for (dx = -1; dx <= +1; dx++) {
2942 draw_line(dr, x + 3 + dx, y + 2,
2943 x + TILE_SIZE - 3 + dx,
2944 y + TILE_SIZE - 2, COL_CROSS);
2945 draw_line(dr, x + TILE_SIZE - 3 + dx, y + 2,
2946 x + 3 + dx, y + TILE_SIZE - 2,
2947 COL_CROSS);
2948 }
2949 }
2950 }
2951 }
2952
2953 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
2954 }
2955
2956 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2957 game_state *state, int dir, game_ui *ui,
2958 float animtime, float flashtime)
2959 {
2960 int x, y;
2961 int mines, markers, bg;
2962 int cx = -1, cy = -1, cmoved;
2963
2964 if (flashtime) {
2965 int frame = (int)(flashtime / FLASH_FRAME);
2966 if (frame % 2)
2967 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2968 else
2969 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2970 } else
2971 bg = COL_BACKGROUND;
2972
2973 if (!ds->started) {
2974 int coords[10];
2975
2976 draw_rect(dr, 0, 0,
2977 TILE_SIZE * state->w + 2 * BORDER,
2978 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2979 draw_update(dr, 0, 0,
2980 TILE_SIZE * state->w + 2 * BORDER,
2981 TILE_SIZE * state->h + 2 * BORDER);
2982
2983 /*
2984 * Recessed area containing the whole puzzle.
2985 */
2986 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2987 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2988 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2989 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2990 coords[4] = coords[2] - TILE_SIZE;
2991 coords[5] = coords[3] + TILE_SIZE;
2992 coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2993 coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2994 coords[6] = coords[8] + TILE_SIZE;
2995 coords[7] = coords[9] - TILE_SIZE;
2996 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
2997
2998 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2999 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
3000 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
3001
3002 ds->started = TRUE;
3003 }
3004
3005 if (ui->cur_visible) cx = ui->cur_x;
3006 if (ui->cur_visible) cy = ui->cur_y;
3007 cmoved = (cx != ds->cur_x || cy != ds->cur_y);
3008
3009 /*
3010 * Now draw the tiles. Also in this loop, count up the number
3011 * of mines and mine markers.
3012 */
3013 mines = markers = 0;
3014 for (y = 0; y < ds->h; y++)
3015 for (x = 0; x < ds->w; x++) {
3016 int v = state->grid[y*ds->w+x], cc = 0;
3017
3018 if (v == -1)
3019 markers++;
3020 if (state->layout->mines && state->layout->mines[y*ds->w+x])
3021 mines++;
3022
3023 if (v >= 0 && v <= 8) {
3024 /*
3025 * Count up the flags around this tile, and if
3026 * there are too _many_, highlight the tile.
3027 */
3028 int dx, dy, flags = 0;
3029
3030 for (dy = -1; dy <= +1; dy++)
3031 for (dx = -1; dx <= +1; dx++) {
3032 int nx = x+dx, ny = y+dy;
3033 if (nx >= 0 && nx < ds->w &&
3034 ny >= 0 && ny < ds->h &&
3035 state->grid[ny*ds->w+nx] == -1)
3036 flags++;
3037 }
3038
3039 if (flags > v)
3040 v |= 32;
3041 }
3042
3043 if ((v == -2 || v == -3) &&
3044 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
3045 v -= 20;
3046
3047 if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */
3048 ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y)))
3049 cc = 1;
3050
3051 if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) {
3052 draw_tile(dr, ds, COORD(x), COORD(y), v,
3053 (x == cx && y == cy) ? COL_CURSOR : bg);
3054 ds->grid[y*ds->w+x] = v;
3055 }
3056 }
3057 ds->bg = bg;
3058 ds->cur_x = cx; ds->cur_y = cy;
3059
3060 if (!state->layout->mines)
3061 mines = state->layout->n;
3062
3063 /*
3064 * Update the status bar.
3065 */
3066 {
3067 char statusbar[512];
3068 if (state->dead) {
3069 sprintf(statusbar, "DEAD!");
3070 } else if (state->won) {
3071 if (state->used_solve)
3072 sprintf(statusbar, "Auto-solved.");
3073 else
3074 sprintf(statusbar, "COMPLETED!");
3075 } else {
3076 sprintf(statusbar, "Marked: %d / %d", markers, mines);
3077 }
3078 if (ui->deaths)
3079 sprintf(statusbar + strlen(statusbar),
3080 " Deaths: %d", ui->deaths);
3081 status_bar(dr, statusbar);
3082 }
3083 }
3084
3085 static float game_anim_length(game_state *oldstate, game_state *newstate,
3086 int dir, game_ui *ui)
3087 {
3088 return 0.0F;
3089 }
3090
3091 static float game_flash_length(game_state *oldstate, game_state *newstate,
3092 int dir, game_ui *ui)
3093 {
3094 if (oldstate->used_solve || newstate->used_solve)
3095 return 0.0F;
3096
3097 if (dir > 0 && !oldstate->dead && !oldstate->won) {
3098 if (newstate->dead) {
3099 ui->flash_is_death = TRUE;
3100 return 3 * FLASH_FRAME;
3101 }
3102 if (newstate->won) {
3103 ui->flash_is_death = FALSE;
3104 return 2 * FLASH_FRAME;
3105 }
3106 }
3107 return 0.0F;
3108 }
3109
3110 static int game_status(game_state *state)
3111 {
3112 /*
3113 * We report the game as lost only if the player has used the
3114 * Solve function to reveal all the mines. Otherwise, we assume
3115 * they'll undo and continue play.
3116 */
3117 return state->won ? (state->used_solve ? -1 : +1) : 0;
3118 }
3119
3120 static int game_timing_state(game_state *state, game_ui *ui)
3121 {
3122 if (state->dead || state->won || ui->completed || !state->layout->mines)
3123 return FALSE;
3124 return TRUE;
3125 }
3126
3127 static void game_print_size(game_params *params, float *x, float *y)
3128 {
3129 }
3130
3131 static void game_print(drawing *dr, game_state *state, int tilesize)
3132 {
3133 }
3134
3135 #ifdef COMBINED
3136 #define thegame mines
3137 #endif
3138
3139 const struct game thegame = {
3140 "Mines", "games.mines", "mines",
3141 default_params,
3142 game_fetch_preset,
3143 decode_params,
3144 encode_params,
3145 free_params,
3146 dup_params,
3147 TRUE, game_configure, custom_params,
3148 validate_params,
3149 new_game_desc,
3150 validate_desc,
3151 new_game,
3152 dup_game,
3153 free_game,
3154 TRUE, solve_game,
3155 TRUE, game_can_format_as_text_now, game_text_format,
3156 new_ui,
3157 free_ui,
3158 encode_ui,
3159 decode_ui,
3160 game_changed_state,
3161 interpret_move,
3162 execute_move,
3163 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3164 game_colours,
3165 game_new_drawstate,
3166 game_free_drawstate,
3167 game_redraw,
3168 game_anim_length,
3169 game_flash_length,
3170 game_status,
3171 FALSE, FALSE, game_print_size, game_print,
3172 TRUE, /* wants_statusbar */
3173 TRUE, game_timing_state,
3174 BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON) | REQUIRE_RBUTTON,
3175 };
3176
3177 #ifdef STANDALONE_OBFUSCATOR
3178
3179 /*
3180 * Vaguely useful stand-alone program which translates between
3181 * obfuscated and clear Mines game descriptions. Pass in a game
3182 * description on the command line, and if it's clear it will be
3183 * obfuscated and vice versa. The output text should also be a
3184 * valid game ID describing the same game. Like this:
3185 *
3186 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3187 * 9x9:4,4,004000007c00010022080
3188 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3189 * 9x9:4,4,mb071b49fbd1cb6a0d5868
3190 */
3191
3192 int main(int argc, char **argv)
3193 {
3194 game_params *p;
3195 game_state *s;
3196 char *id = NULL, *desc, *err;
3197 int y, x;
3198
3199 while (--argc > 0) {
3200 char *p = *++argv;
3201 if (*p == '-') {
3202 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
3203 return 1;
3204 } else {
3205 id = p;
3206 }
3207 }
3208
3209 if (!id) {
3210 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
3211 return 1;
3212 }
3213
3214 desc = strchr(id, ':');
3215 if (!desc) {
3216 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3217 return 1;
3218 }
3219 *desc++ = '\0';
3220
3221 p = default_params();
3222 decode_params(p, id);
3223 err = validate_desc(p, desc);
3224 if (err) {
3225 fprintf(stderr, "%s: %s\n", argv[0], err);
3226 return 1;
3227 }
3228 s = new_game(NULL, p, desc);
3229
3230 x = atoi(desc);
3231 while (*desc && *desc != ',') desc++;
3232 if (*desc) desc++;
3233 y = atoi(desc);
3234 while (*desc && *desc != ',') desc++;
3235 if (*desc) desc++;
3236
3237 printf("%s:%s\n", id, describe_layout(s->layout->mines,
3238 p->w * p->h,
3239 x, y,
3240 (*desc != 'm')));
3241
3242 return 0;
3243 }
3244
3245 #endif
3246
3247 /* vim: set shiftwidth=4 tabstop=8: */