Aha! It turns out, after a bit of failure-mode profiling, that when
[sgt/puzzles] / mines.c
1 /*
2 * mines.c: Minesweeper clone with sophisticated grid generation.
3 *
4 * Still TODO:
5 *
6 * - possibly disable undo? Or alternatively mark game states as
7 * `cheated', although that's horrid.
8 * + OK. Rather than _disabling_ undo, we have a hook callable
9 * in the game backend which is called before we do an undo.
10 * That hook can talk to the game_ui and set the cheated flag,
11 * and then make_move can avoid setting the `won' flag after that.
12 *
13 * - think about configurably supporting question marks. Once,
14 * that is, we've thought about configurability in general!
15 */
16
17 #include <stdio.h>
18 #include <stdlib.h>
19 #include <string.h>
20 #include <assert.h>
21 #include <ctype.h>
22 #include <math.h>
23
24 #include "tree234.h"
25 #include "puzzles.h"
26
27 enum {
28 COL_BACKGROUND, COL_BACKGROUND2,
29 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
30 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
31 COL_HIGHLIGHT, COL_LOWLIGHT,
32 NCOLOURS
33 };
34
35 #define TILE_SIZE 20
36 #define BORDER (TILE_SIZE * 3 / 2)
37 #define HIGHLIGHT_WIDTH 2
38 #define OUTER_HIGHLIGHT_WIDTH 3
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_data *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, just_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 int game_fetch_preset(int i, char **name, game_params **params)
106 {
107 game_params *ret;
108 char str[80];
109 static const struct { int w, h, n; } values[] = {
110 {9, 9, 10},
111 {16, 16, 40},
112 {30, 16, 99},
113 };
114
115 if (i < 0 || i >= lenof(values))
116 return FALSE;
117
118 ret = snew(game_params);
119 ret->w = values[i].w;
120 ret->h = values[i].h;
121 ret->n = values[i].n;
122 ret->unique = TRUE;
123
124 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
125
126 *name = dupstr(str);
127 *params = ret;
128 return TRUE;
129 }
130
131 static void free_params(game_params *params)
132 {
133 sfree(params);
134 }
135
136 static game_params *dup_params(game_params *params)
137 {
138 game_params *ret = snew(game_params);
139 *ret = *params; /* structure copy */
140 return ret;
141 }
142
143 static void decode_params(game_params *params, char const *string)
144 {
145 char const *p = string;
146
147 params->w = atoi(p);
148 while (*p && isdigit((unsigned char)*p)) p++;
149 if (*p == 'x') {
150 p++;
151 params->h = atoi(p);
152 while (*p && isdigit((unsigned char)*p)) p++;
153 } else {
154 params->h = params->w;
155 }
156 if (*p == 'n') {
157 p++;
158 params->n = atoi(p);
159 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
160 } else {
161 params->n = params->w * params->h / 10;
162 }
163
164 while (*p) {
165 if (*p == 'a') {
166 p++;
167 params->unique = FALSE;
168 } else
169 p++; /* skip any other gunk */
170 }
171 }
172
173 static char *encode_params(game_params *params, int full)
174 {
175 char ret[400];
176 int len;
177
178 len = sprintf(ret, "%dx%d", params->w, params->h);
179 /*
180 * Mine count is a generation-time parameter, since it can be
181 * deduced from the mine bitmap!
182 */
183 if (full)
184 len += sprintf(ret+len, "n%d", params->n);
185 if (full && !params->unique)
186 ret[len++] = 'a';
187 assert(len < lenof(ret));
188 ret[len] = '\0';
189
190 return dupstr(ret);
191 }
192
193 static config_item *game_configure(game_params *params)
194 {
195 config_item *ret;
196 char buf[80];
197
198 ret = snewn(5, config_item);
199
200 ret[0].name = "Width";
201 ret[0].type = C_STRING;
202 sprintf(buf, "%d", params->w);
203 ret[0].sval = dupstr(buf);
204 ret[0].ival = 0;
205
206 ret[1].name = "Height";
207 ret[1].type = C_STRING;
208 sprintf(buf, "%d", params->h);
209 ret[1].sval = dupstr(buf);
210 ret[1].ival = 0;
211
212 ret[2].name = "Mines";
213 ret[2].type = C_STRING;
214 sprintf(buf, "%d", params->n);
215 ret[2].sval = dupstr(buf);
216 ret[2].ival = 0;
217
218 ret[3].name = "Ensure solubility";
219 ret[3].type = C_BOOLEAN;
220 ret[3].sval = NULL;
221 ret[3].ival = params->unique;
222
223 ret[4].name = NULL;
224 ret[4].type = C_END;
225 ret[4].sval = NULL;
226 ret[4].ival = 0;
227
228 return ret;
229 }
230
231 static game_params *custom_params(config_item *cfg)
232 {
233 game_params *ret = snew(game_params);
234
235 ret->w = atoi(cfg[0].sval);
236 ret->h = atoi(cfg[1].sval);
237 ret->n = atoi(cfg[2].sval);
238 if (strchr(cfg[2].sval, '%'))
239 ret->n = ret->n * (ret->w * ret->h) / 100;
240 ret->unique = cfg[3].ival;
241
242 return ret;
243 }
244
245 static char *validate_params(game_params *params)
246 {
247 if (params->w <= 0 && params->h <= 0)
248 return "Width and height must both be greater than zero";
249 if (params->w <= 0)
250 return "Width must be greater than zero";
251 if (params->h <= 0)
252 return "Height must be greater than zero";
253 if (params->n > params->w * params->h - 9)
254 return "Too many mines for grid size";
255
256 /*
257 * FIXME: Need more constraints here. Not sure what the
258 * sensible limits for Minesweeper actually are. The limits
259 * probably ought to change, however, depending on uniqueness.
260 */
261
262 return NULL;
263 }
264
265 /* ----------------------------------------------------------------------
266 * Minesweeper solver, used to ensure the generated grids are
267 * solvable without having to take risks.
268 */
269
270 /*
271 * Count the bits in a word. Only needs to cope with 16 bits.
272 */
273 static int bitcount16(int word)
274 {
275 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
276 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
277 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
278 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
279
280 return word;
281 }
282
283 /*
284 * We use a tree234 to store a large number of small localised
285 * sets, each with a mine count. We also keep some of those sets
286 * linked together into a to-do list.
287 */
288 struct set {
289 short x, y, mask, mines;
290 int todo;
291 struct set *prev, *next;
292 };
293
294 static int setcmp(void *av, void *bv)
295 {
296 struct set *a = (struct set *)av;
297 struct set *b = (struct set *)bv;
298
299 if (a->y < b->y)
300 return -1;
301 else if (a->y > b->y)
302 return +1;
303 else if (a->x < b->x)
304 return -1;
305 else if (a->x > b->x)
306 return +1;
307 else if (a->mask < b->mask)
308 return -1;
309 else if (a->mask > b->mask)
310 return +1;
311 else
312 return 0;
313 }
314
315 struct setstore {
316 tree234 *sets;
317 struct set *todo_head, *todo_tail;
318 };
319
320 static struct setstore *ss_new(void)
321 {
322 struct setstore *ss = snew(struct setstore);
323 ss->sets = newtree234(setcmp);
324 ss->todo_head = ss->todo_tail = NULL;
325 return ss;
326 }
327
328 /*
329 * Take two input sets, in the form (x,y,mask). Munge the first by
330 * taking either its intersection with the second or its difference
331 * with the second. Return the new mask part of the first set.
332 */
333 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
334 int diff)
335 {
336 /*
337 * Adjust the second set so that it has the same x,y
338 * coordinates as the first.
339 */
340 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
341 mask2 = 0;
342 } else {
343 while (x2 > x1) {
344 mask2 &= ~(4|32|256);
345 mask2 <<= 1;
346 x2--;
347 }
348 while (x2 < x1) {
349 mask2 &= ~(1|8|64);
350 mask2 >>= 1;
351 x2++;
352 }
353 while (y2 > y1) {
354 mask2 &= ~(64|128|256);
355 mask2 <<= 3;
356 y2--;
357 }
358 while (y2 < y1) {
359 mask2 &= ~(1|2|4);
360 mask2 >>= 3;
361 y2++;
362 }
363 }
364
365 /*
366 * Invert the second set if `diff' is set (we're after A &~ B
367 * rather than A & B).
368 */
369 if (diff)
370 mask2 ^= 511;
371
372 /*
373 * Now all that's left is a logical AND.
374 */
375 return mask1 & mask2;
376 }
377
378 static void ss_add_todo(struct setstore *ss, struct set *s)
379 {
380 if (s->todo)
381 return; /* already on it */
382
383 #ifdef SOLVER_DIAGNOSTICS
384 printf("adding set on todo list: %d,%d %03x %d\n",
385 s->x, s->y, s->mask, s->mines);
386 #endif
387
388 s->prev = ss->todo_tail;
389 if (s->prev)
390 s->prev->next = s;
391 else
392 ss->todo_head = s;
393 ss->todo_tail = s;
394 s->next = NULL;
395 s->todo = TRUE;
396 }
397
398 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
399 {
400 struct set *s;
401
402 assert(mask != 0);
403
404 /*
405 * Normalise so that x and y are genuinely the bounding
406 * rectangle.
407 */
408 while (!(mask & (1|8|64)))
409 mask >>= 1, x++;
410 while (!(mask & (1|2|4)))
411 mask >>= 3, y++;
412
413 /*
414 * Create a set structure and add it to the tree.
415 */
416 s = snew(struct set);
417 s->x = x;
418 s->y = y;
419 s->mask = mask;
420 s->mines = mines;
421 s->todo = FALSE;
422 if (add234(ss->sets, s) != s) {
423 /*
424 * This set already existed! Free it and return.
425 */
426 sfree(s);
427 return;
428 }
429
430 /*
431 * We've added a new set to the tree, so put it on the todo
432 * list.
433 */
434 ss_add_todo(ss, s);
435 }
436
437 static void ss_remove(struct setstore *ss, struct set *s)
438 {
439 struct set *next = s->next, *prev = s->prev;
440
441 #ifdef SOLVER_DIAGNOSTICS
442 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
443 #endif
444 /*
445 * Remove s from the todo list.
446 */
447 if (prev)
448 prev->next = next;
449 else if (s == ss->todo_head)
450 ss->todo_head = next;
451
452 if (next)
453 next->prev = prev;
454 else if (s == ss->todo_tail)
455 ss->todo_tail = prev;
456
457 s->todo = FALSE;
458
459 /*
460 * Remove s from the tree.
461 */
462 del234(ss->sets, s);
463
464 /*
465 * Destroy the actual set structure.
466 */
467 sfree(s);
468 }
469
470 /*
471 * Return a dynamically allocated list of all the sets which
472 * overlap a provided input set.
473 */
474 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
475 {
476 struct set **ret = NULL;
477 int nret = 0, retsize = 0;
478 int xx, yy;
479
480 for (xx = x-3; xx < x+3; xx++)
481 for (yy = y-3; yy < y+3; yy++) {
482 struct set stmp, *s;
483 int pos;
484
485 /*
486 * Find the first set with these top left coordinates.
487 */
488 stmp.x = xx;
489 stmp.y = yy;
490 stmp.mask = 0;
491
492 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
493 while ((s = index234(ss->sets, pos)) != NULL &&
494 s->x == xx && s->y == yy) {
495 /*
496 * This set potentially overlaps the input one.
497 * Compute the intersection to see if they
498 * really overlap, and add it to the list if
499 * so.
500 */
501 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
502 /*
503 * There's an overlap.
504 */
505 if (nret >= retsize) {
506 retsize = nret + 32;
507 ret = sresize(ret, retsize, struct set *);
508 }
509 ret[nret++] = s;
510 }
511
512 pos++;
513 }
514 }
515 }
516
517 ret = sresize(ret, nret+1, struct set *);
518 ret[nret] = NULL;
519
520 return ret;
521 }
522
523 /*
524 * Get an element from the head of the set todo list.
525 */
526 static struct set *ss_todo(struct setstore *ss)
527 {
528 if (ss->todo_head) {
529 struct set *ret = ss->todo_head;
530 ss->todo_head = ret->next;
531 if (ss->todo_head)
532 ss->todo_head->prev = NULL;
533 else
534 ss->todo_tail = NULL;
535 ret->next = ret->prev = NULL;
536 ret->todo = FALSE;
537 return ret;
538 } else {
539 return NULL;
540 }
541 }
542
543 struct squaretodo {
544 int *next;
545 int head, tail;
546 };
547
548 static void std_add(struct squaretodo *std, int i)
549 {
550 if (std->tail >= 0)
551 std->next[std->tail] = i;
552 else
553 std->head = i;
554 std->tail = i;
555 std->next[i] = -1;
556 }
557
558 static void known_squares(int w, int h, struct squaretodo *std,
559 signed char *grid,
560 int (*open)(void *ctx, int x, int y), void *openctx,
561 int x, int y, int mask, int mine)
562 {
563 int xx, yy, bit;
564
565 bit = 1;
566
567 for (yy = 0; yy < 3; yy++)
568 for (xx = 0; xx < 3; xx++) {
569 if (mask & bit) {
570 int i = (y + yy) * w + (x + xx);
571
572 /*
573 * It's possible that this square is _already_
574 * known, in which case we don't try to add it to
575 * the list twice.
576 */
577 if (grid[i] == -2) {
578
579 if (mine) {
580 grid[i] = -1; /* and don't open it! */
581 } else {
582 grid[i] = open(openctx, x + xx, y + yy);
583 assert(grid[i] != -1); /* *bang* */
584 }
585 std_add(std, i);
586
587 }
588 }
589 bit <<= 1;
590 }
591 }
592
593 /*
594 * This is data returned from the `perturb' function. It details
595 * which squares have become mines and which have become clear. The
596 * solver is (of course) expected to honourably not use that
597 * knowledge directly, but to efficently adjust its internal data
598 * structures and proceed based on only the information it
599 * legitimately has.
600 */
601 struct perturbation {
602 int x, y;
603 int delta; /* +1 == become a mine; -1 == cleared */
604 };
605 struct perturbations {
606 int n;
607 struct perturbation *changes;
608 };
609
610 /*
611 * Main solver entry point. You give it a grid of existing
612 * knowledge (-1 for a square known to be a mine, 0-8 for empty
613 * squares with a given number of neighbours, -2 for completely
614 * unknown), plus a function which you can call to open new squares
615 * once you're confident of them. It fills in as much more of the
616 * grid as it can.
617 *
618 * Return value is:
619 *
620 * - -1 means deduction stalled and nothing could be done
621 * - 0 means deduction succeeded fully
622 * - >0 means deduction succeeded but some number of perturbation
623 * steps were required; the exact return value is the number of
624 * perturb calls.
625 */
626 static int minesolve(int w, int h, int n, signed char *grid,
627 int (*open)(void *ctx, int x, int y),
628 struct perturbations *(*perturb)(void *ctx,
629 signed char *grid,
630 int x, int y, int mask),
631 void *ctx, random_state *rs)
632 {
633 struct setstore *ss = ss_new();
634 struct set **list;
635 struct squaretodo astd, *std = &astd;
636 int x, y, i, j;
637 int nperturbs = 0;
638
639 /*
640 * Set up a linked list of squares with known contents, so that
641 * we can process them one by one.
642 */
643 std->next = snewn(w*h, int);
644 std->head = std->tail = -1;
645
646 /*
647 * Initialise that list with all known squares in the input
648 * grid.
649 */
650 for (y = 0; y < h; y++) {
651 for (x = 0; x < w; x++) {
652 i = y*w+x;
653 if (grid[i] != -2)
654 std_add(std, i);
655 }
656 }
657
658 /*
659 * Main deductive loop.
660 */
661 while (1) {
662 int done_something = FALSE;
663 struct set *s;
664
665 /*
666 * If there are any known squares on the todo list, process
667 * them and construct a set for each.
668 */
669 while (std->head != -1) {
670 i = std->head;
671 #ifdef SOLVER_DIAGNOSTICS
672 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
673 #endif
674 std->head = std->next[i];
675 if (std->head == -1)
676 std->tail = -1;
677
678 x = i % w;
679 y = i / w;
680
681 if (grid[i] >= 0) {
682 int dx, dy, mines, bit, val;
683 #ifdef SOLVER_DIAGNOSTICS
684 printf("creating set around this square\n");
685 #endif
686 /*
687 * Empty square. Construct the set of non-known squares
688 * around this one, and determine its mine count.
689 */
690 mines = grid[i];
691 bit = 1;
692 val = 0;
693 for (dy = -1; dy <= +1; dy++) {
694 for (dx = -1; dx <= +1; dx++) {
695 #ifdef SOLVER_DIAGNOSTICS
696 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
697 #endif
698 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
699 /* ignore this one */;
700 else if (grid[i+dy*w+dx] == -1)
701 mines--;
702 else if (grid[i+dy*w+dx] == -2)
703 val |= bit;
704 bit <<= 1;
705 }
706 }
707 if (val)
708 ss_add(ss, x-1, y-1, val, mines);
709 }
710
711 /*
712 * Now, whether the square is empty or full, we must
713 * find any set which contains it and replace it with
714 * one which does not.
715 */
716 {
717 #ifdef SOLVER_DIAGNOSTICS
718 printf("finding sets containing known square %d,%d\n", x, y);
719 #endif
720 list = ss_overlap(ss, x, y, 1);
721
722 for (j = 0; list[j]; j++) {
723 int newmask, newmines;
724
725 s = list[j];
726
727 /*
728 * Compute the mask for this set minus the
729 * newly known square.
730 */
731 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
732
733 /*
734 * Compute the new mine count.
735 */
736 newmines = s->mines - (grid[i] == -1);
737
738 /*
739 * Insert the new set into the collection,
740 * unless it's been whittled right down to
741 * nothing.
742 */
743 if (newmask)
744 ss_add(ss, s->x, s->y, newmask, newmines);
745
746 /*
747 * Destroy the old one; it is actually obsolete.
748 */
749 ss_remove(ss, s);
750 }
751
752 sfree(list);
753 }
754
755 /*
756 * Marking a fresh square as known certainly counts as
757 * doing something.
758 */
759 done_something = TRUE;
760 }
761
762 /*
763 * Now pick a set off the to-do list and attempt deductions
764 * based on it.
765 */
766 if ((s = ss_todo(ss)) != NULL) {
767
768 #ifdef SOLVER_DIAGNOSTICS
769 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
770 #endif
771 /*
772 * Firstly, see if this set has a mine count of zero or
773 * of its own cardinality.
774 */
775 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
776 /*
777 * If so, we can immediately mark all the squares
778 * in the set as known.
779 */
780 #ifdef SOLVER_DIAGNOSTICS
781 printf("easy\n");
782 #endif
783 known_squares(w, h, std, grid, open, ctx,
784 s->x, s->y, s->mask, (s->mines != 0));
785
786 /*
787 * Having done that, we need do nothing further
788 * with this set; marking all the squares in it as
789 * known will eventually eliminate it, and will
790 * also permit further deductions about anything
791 * that overlaps it.
792 */
793 continue;
794 }
795
796 /*
797 * Failing that, we now search through all the sets
798 * which overlap this one.
799 */
800 list = ss_overlap(ss, s->x, s->y, s->mask);
801
802 for (j = 0; list[j]; j++) {
803 struct set *s2 = list[j];
804 int swing, s2wing, swc, s2wc;
805
806 /*
807 * Find the non-overlapping parts s2-s and s-s2,
808 * and their cardinalities.
809 *
810 * I'm going to refer to these parts as `wings'
811 * surrounding the central part common to both
812 * sets. The `s wing' is s-s2; the `s2 wing' is
813 * s2-s.
814 */
815 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
816 TRUE);
817 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
818 TRUE);
819 swc = bitcount16(swing);
820 s2wc = bitcount16(s2wing);
821
822 /*
823 * If one set has more mines than the other, and
824 * the number of extra mines is equal to the
825 * cardinality of that set's wing, then we can mark
826 * every square in the wing as a known mine, and
827 * every square in the other wing as known clear.
828 */
829 if (swc == s->mines - s2->mines ||
830 s2wc == s2->mines - s->mines) {
831 known_squares(w, h, std, grid, open, ctx,
832 s->x, s->y, swing,
833 (swc == s->mines - s2->mines));
834 known_squares(w, h, std, grid, open, ctx,
835 s2->x, s2->y, s2wing,
836 (s2wc == s2->mines - s->mines));
837 continue;
838 }
839
840 /*
841 * Failing that, see if one set is a subset of the
842 * other. If so, we can divide up the mine count of
843 * the larger set between the smaller set and its
844 * complement, even if neither smaller set ends up
845 * being immediately clearable.
846 */
847 if (swc == 0 && s2wc != 0) {
848 /* s is a subset of s2. */
849 assert(s2->mines > s->mines);
850 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
851 } else if (s2wc == 0 && swc != 0) {
852 /* s2 is a subset of s. */
853 assert(s->mines > s2->mines);
854 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
855 }
856 }
857
858 sfree(list);
859
860 /*
861 * In this situation we have definitely done
862 * _something_, even if it's only reducing the size of
863 * our to-do list.
864 */
865 done_something = TRUE;
866 } else if (n >= 0) {
867 /*
868 * We have nothing left on our todo list, which means
869 * all localised deductions have failed. Our next step
870 * is to resort to global deduction based on the total
871 * mine count. This is computationally expensive
872 * compared to any of the above deductions, which is
873 * why we only ever do it when all else fails, so that
874 * hopefully it won't have to happen too often.
875 *
876 * If you pass n<0 into this solver, that informs it
877 * that you do not know the total mine count, so it
878 * won't even attempt these deductions.
879 */
880
881 int minesleft, squaresleft;
882 int nsets, setused[10], cursor;
883
884 /*
885 * Start by scanning the current grid state to work out
886 * how many unknown squares we still have, and how many
887 * mines are to be placed in them.
888 */
889 squaresleft = 0;
890 minesleft = n;
891 for (i = 0; i < w*h; i++) {
892 if (grid[i] == -1)
893 minesleft--;
894 else if (grid[i] == -2)
895 squaresleft++;
896 }
897
898 #ifdef SOLVER_DIAGNOSTICS
899 printf("global deduction time: squaresleft=%d minesleft=%d\n",
900 squaresleft, minesleft);
901 for (y = 0; y < h; y++) {
902 for (x = 0; x < w; x++) {
903 int v = grid[y*w+x];
904 if (v == -1)
905 putchar('*');
906 else if (v == -2)
907 putchar('?');
908 else if (v == 0)
909 putchar('-');
910 else
911 putchar('0' + v);
912 }
913 putchar('\n');
914 }
915 #endif
916
917 /*
918 * If there _are_ no unknown squares, we have actually
919 * finished.
920 */
921 if (squaresleft == 0) {
922 assert(minesleft == 0);
923 break;
924 }
925
926 /*
927 * First really simple case: if there are no more mines
928 * left, or if there are exactly as many mines left as
929 * squares to play them in, then it's all easy.
930 */
931 if (minesleft == 0 || minesleft == squaresleft) {
932 for (i = 0; i < w*h; i++)
933 if (grid[i] == -2)
934 known_squares(w, h, std, grid, open, ctx,
935 i % w, i / w, 1, minesleft != 0);
936 continue; /* now go back to main deductive loop */
937 }
938
939 /*
940 * Failing that, we have to do some _real_ work.
941 * Ideally what we do here is to try every single
942 * combination of the currently available sets, in an
943 * attempt to find a disjoint union (i.e. a set of
944 * squares with a known mine count between them) such
945 * that the remaining unknown squares _not_ contained
946 * in that union either contain no mines or are all
947 * mines.
948 *
949 * Actually enumerating all 2^n possibilities will get
950 * a bit slow for large n, so I artificially cap this
951 * recursion at n=10 to avoid too much pain.
952 */
953 nsets = count234(ss->sets);
954 if (nsets <= lenof(setused)) {
955 /*
956 * Doing this with actual recursive function calls
957 * would get fiddly because a load of local
958 * variables from this function would have to be
959 * passed down through the recursion. So instead
960 * I'm going to use a virtual recursion within this
961 * function. The way this works is:
962 *
963 * - we have an array `setused', such that
964 * setused[n] is 0 or 1 depending on whether set
965 * n is currently in the union we are
966 * considering.
967 *
968 * - we have a value `cursor' which indicates how
969 * much of `setused' we have so far filled in.
970 * It's conceptually the recursion depth.
971 *
972 * We begin by setting `cursor' to zero. Then:
973 *
974 * - if cursor can advance, we advance it by one.
975 * We set the value in `setused' that it went
976 * past to 1 if that set is disjoint from
977 * anything else currently in `setused', or to 0
978 * otherwise.
979 *
980 * - If cursor cannot advance because it has
981 * reached the end of the setused list, then we
982 * have a maximal disjoint union. Check to see
983 * whether its mine count has any useful
984 * properties. If so, mark all the squares not
985 * in the union as known and terminate.
986 *
987 * - If cursor has reached the end of setused and
988 * the algorithm _hasn't_ terminated, back
989 * cursor up to the nearest 1, turn it into a 0
990 * and advance cursor just past it.
991 *
992 * - If we attempt to back up to the nearest 1 and
993 * there isn't one at all, then we have gone
994 * through all disjoint unions of sets in the
995 * list and none of them has been helpful, so we
996 * give up.
997 */
998 struct set *sets[lenof(setused)];
999 for (i = 0; i < nsets; i++)
1000 sets[i] = index234(ss->sets, i);
1001
1002 cursor = 0;
1003 while (1) {
1004
1005 if (cursor < nsets) {
1006 int ok = TRUE;
1007
1008 /* See if any existing set overlaps this one. */
1009 for (i = 0; i < cursor; i++)
1010 if (setused[i] &&
1011 setmunge(sets[cursor]->x,
1012 sets[cursor]->y,
1013 sets[cursor]->mask,
1014 sets[i]->x, sets[i]->y, sets[i]->mask,
1015 FALSE)) {
1016 ok = FALSE;
1017 break;
1018 }
1019
1020 if (ok) {
1021 /*
1022 * We're adding this set to our union,
1023 * so adjust minesleft and squaresleft
1024 * appropriately.
1025 */
1026 minesleft -= sets[cursor]->mines;
1027 squaresleft -= bitcount16(sets[cursor]->mask);
1028 }
1029
1030 setused[cursor++] = ok;
1031 } else {
1032 #ifdef SOLVER_DIAGNOSTICS
1033 printf("trying a set combination with %d %d\n",
1034 squaresleft, minesleft);
1035 #endif /* SOLVER_DIAGNOSTICS */
1036
1037 /*
1038 * We've reached the end. See if we've got
1039 * anything interesting.
1040 */
1041 if (squaresleft > 0 &&
1042 (minesleft == 0 || minesleft == squaresleft)) {
1043 /*
1044 * We have! There is at least one
1045 * square not contained within the set
1046 * union we've just found, and we can
1047 * deduce that either all such squares
1048 * are mines or all are not (depending
1049 * on whether minesleft==0). So now all
1050 * we have to do is actually go through
1051 * the grid, find those squares, and
1052 * mark them.
1053 */
1054 for (i = 0; i < w*h; i++)
1055 if (grid[i] == -2) {
1056 int outside = TRUE;
1057 y = i / w;
1058 x = i % w;
1059 for (j = 0; j < nsets; j++)
1060 if (setused[j] &&
1061 setmunge(sets[j]->x, sets[j]->y,
1062 sets[j]->mask, x, y, 1,
1063 FALSE)) {
1064 outside = FALSE;
1065 break;
1066 }
1067 if (outside)
1068 known_squares(w, h, std, grid,
1069 open, ctx,
1070 x, y, 1, minesleft != 0);
1071 }
1072
1073 done_something = TRUE;
1074 break; /* return to main deductive loop */
1075 }
1076
1077 /*
1078 * If we reach here, then this union hasn't
1079 * done us any good, so move on to the
1080 * next. Backtrack cursor to the nearest 1,
1081 * change it to a 0 and continue.
1082 */
1083 while (--cursor >= 0 && !setused[cursor]);
1084 if (cursor >= 0) {
1085 assert(setused[cursor]);
1086
1087 /*
1088 * We're removing this set from our
1089 * union, so re-increment minesleft and
1090 * squaresleft.
1091 */
1092 minesleft += sets[cursor]->mines;
1093 squaresleft += bitcount16(sets[cursor]->mask);
1094
1095 setused[cursor++] = 0;
1096 } else {
1097 /*
1098 * We've backtracked all the way to the
1099 * start without finding a single 1,
1100 * which means that our virtual
1101 * recursion is complete and nothing
1102 * helped.
1103 */
1104 break;
1105 }
1106 }
1107
1108 }
1109
1110 }
1111 }
1112
1113 if (done_something)
1114 continue;
1115
1116 #ifdef SOLVER_DIAGNOSTICS
1117 /*
1118 * Dump the current known state of the grid.
1119 */
1120 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1121 for (y = 0; y < h; y++) {
1122 for (x = 0; x < w; x++) {
1123 int v = grid[y*w+x];
1124 if (v == -1)
1125 putchar('*');
1126 else if (v == -2)
1127 putchar('?');
1128 else if (v == 0)
1129 putchar('-');
1130 else
1131 putchar('0' + v);
1132 }
1133 putchar('\n');
1134 }
1135
1136 {
1137 struct set *s;
1138
1139 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1140 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1141 }
1142 #endif
1143
1144 /*
1145 * Now we really are at our wits' end as far as solving
1146 * this grid goes. Our only remaining option is to call
1147 * a perturb function and ask it to modify the grid to
1148 * make it easier.
1149 */
1150 if (perturb) {
1151 struct perturbations *ret;
1152 struct set *s;
1153
1154 nperturbs++;
1155
1156 /*
1157 * Choose a set at random from the current selection,
1158 * and ask the perturb function to either fill or empty
1159 * it.
1160 *
1161 * If we have no sets at all, we must give up.
1162 */
1163 if (count234(ss->sets) == 0) {
1164 #ifdef SOLVER_DIAGNOSTICS
1165 printf("perturbing on entire unknown set\n");
1166 #endif
1167 ret = perturb(ctx, grid, 0, 0, 0);
1168 } else {
1169 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1170 #ifdef SOLVER_DIAGNOSTICS
1171 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1172 #endif
1173 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1174 }
1175
1176 if (ret) {
1177 assert(ret->n > 0); /* otherwise should have been NULL */
1178
1179 /*
1180 * A number of squares have been fiddled with, and
1181 * the returned structure tells us which. Adjust
1182 * the mine count in any set which overlaps one of
1183 * those squares, and put them back on the to-do
1184 * list. Also, if the square itself is marked as a
1185 * known non-mine, put it back on the squares-to-do
1186 * list.
1187 */
1188 for (i = 0; i < ret->n; i++) {
1189 #ifdef SOLVER_DIAGNOSTICS
1190 printf("perturbation %s mine at %d,%d\n",
1191 ret->changes[i].delta > 0 ? "added" : "removed",
1192 ret->changes[i].x, ret->changes[i].y);
1193 #endif
1194
1195 if (ret->changes[i].delta < 0 &&
1196 grid[ret->changes[i].y*w+ret->changes[i].x] != -2) {
1197 std_add(std, ret->changes[i].y*w+ret->changes[i].x);
1198 }
1199
1200 list = ss_overlap(ss,
1201 ret->changes[i].x, ret->changes[i].y, 1);
1202
1203 for (j = 0; list[j]; j++) {
1204 list[j]->mines += ret->changes[i].delta;
1205 ss_add_todo(ss, list[j]);
1206 }
1207
1208 sfree(list);
1209 }
1210
1211 /*
1212 * Now free the returned data.
1213 */
1214 sfree(ret->changes);
1215 sfree(ret);
1216
1217 #ifdef SOLVER_DIAGNOSTICS
1218 /*
1219 * Dump the current known state of the grid.
1220 */
1221 printf("state after perturbation:\n");
1222 for (y = 0; y < h; y++) {
1223 for (x = 0; x < w; x++) {
1224 int v = grid[y*w+x];
1225 if (v == -1)
1226 putchar('*');
1227 else if (v == -2)
1228 putchar('?');
1229 else if (v == 0)
1230 putchar('-');
1231 else
1232 putchar('0' + v);
1233 }
1234 putchar('\n');
1235 }
1236
1237 {
1238 struct set *s;
1239
1240 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1241 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1242 }
1243 #endif
1244
1245 /*
1246 * And now we can go back round the deductive loop.
1247 */
1248 continue;
1249 }
1250 }
1251
1252 /*
1253 * If we get here, even that didn't work (either we didn't
1254 * have a perturb function or it returned failure), so we
1255 * give up entirely.
1256 */
1257 break;
1258 }
1259
1260 /*
1261 * See if we've got any unknown squares left.
1262 */
1263 for (y = 0; y < h; y++)
1264 for (x = 0; x < w; x++)
1265 if (grid[y*w+x] == -2) {
1266 nperturbs = -1; /* failed to complete */
1267 break;
1268 }
1269
1270 /*
1271 * Free the set list and square-todo list.
1272 */
1273 {
1274 struct set *s;
1275 while ((s = delpos234(ss->sets, 0)) != NULL)
1276 sfree(s);
1277 freetree234(ss->sets);
1278 sfree(ss);
1279 sfree(std->next);
1280 }
1281
1282 return nperturbs;
1283 }
1284
1285 /* ----------------------------------------------------------------------
1286 * Grid generator which uses the above solver.
1287 */
1288
1289 struct minectx {
1290 signed char *grid;
1291 int w, h;
1292 int sx, sy;
1293 int allow_big_perturbs;
1294 random_state *rs;
1295 };
1296
1297 static int mineopen(void *vctx, int x, int y)
1298 {
1299 struct minectx *ctx = (struct minectx *)vctx;
1300 int i, j, n;
1301
1302 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1303 if (ctx->grid[y * ctx->w + x])
1304 return -1; /* *bang* */
1305
1306 n = 0;
1307 for (i = -1; i <= +1; i++) {
1308 if (x + i < 0 || x + i >= ctx->w)
1309 continue;
1310 for (j = -1; j <= +1; j++) {
1311 if (y + j < 0 || y + j >= ctx->h)
1312 continue;
1313 if (i == 0 && j == 0)
1314 continue;
1315 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1316 n++;
1317 }
1318 }
1319
1320 return n;
1321 }
1322
1323 /* Structure used internally to mineperturb(). */
1324 struct square {
1325 int x, y, type, random;
1326 };
1327 static int squarecmp(const void *av, const void *bv)
1328 {
1329 const struct square *a = (const struct square *)av;
1330 const struct square *b = (const struct square *)bv;
1331 if (a->type < b->type)
1332 return -1;
1333 else if (a->type > b->type)
1334 return +1;
1335 else if (a->random < b->random)
1336 return -1;
1337 else if (a->random > b->random)
1338 return +1;
1339 else if (a->y < b->y)
1340 return -1;
1341 else if (a->y > b->y)
1342 return +1;
1343 else if (a->x < b->x)
1344 return -1;
1345 else if (a->x > b->x)
1346 return +1;
1347 return 0;
1348 }
1349
1350 /*
1351 * Normally this function is passed an (x,y,mask) set description.
1352 * On occasions, though, there is no _localised_ set being used,
1353 * and the set being perturbed is supposed to be the entirety of
1354 * the unreachable area. This is signified by the special case
1355 * mask==0: in this case, anything labelled -2 in the grid is part
1356 * of the set.
1357 *
1358 * Allowing perturbation in this special case appears to make it
1359 * guaranteeably possible to generate a workable grid for any mine
1360 * density, but they tend to be a bit boring, with mines packed
1361 * densely into far corners of the grid and the remainder being
1362 * less dense than one might like. Therefore, to improve overall
1363 * grid quality I disable this feature for the first few attempts,
1364 * and fall back to it after no useful grid has been generated.
1365 */
1366 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1367 int setx, int sety, int mask)
1368 {
1369 struct minectx *ctx = (struct minectx *)vctx;
1370 struct square *sqlist;
1371 int x, y, dx, dy, i, n, nfull, nempty;
1372 struct square **tofill, **toempty, **todo;
1373 int ntofill, ntoempty, ntodo, dtodo, dset;
1374 struct perturbations *ret;
1375 int *setlist;
1376
1377 if (!mask && !ctx->allow_big_perturbs)
1378 return NULL;
1379
1380 /*
1381 * Make a list of all the squares in the grid which we can
1382 * possibly use. This list should be in preference order, which
1383 * means
1384 *
1385 * - first, unknown squares on the boundary of known space
1386 * - next, unknown squares beyond that boundary
1387 * - as a very last resort, known squares, but not within one
1388 * square of the starting position.
1389 *
1390 * Each of these sections needs to be shuffled independently.
1391 * We do this by preparing list of all squares and then sorting
1392 * it with a random secondary key.
1393 */
1394 sqlist = snewn(ctx->w * ctx->h, struct square);
1395 n = 0;
1396 for (y = 0; y < ctx->h; y++)
1397 for (x = 0; x < ctx->w; x++) {
1398 /*
1399 * If this square is too near the starting position,
1400 * don't put it on the list at all.
1401 */
1402 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1403 continue;
1404
1405 /*
1406 * If this square is in the input set, also don't put
1407 * it on the list!
1408 */
1409 if ((mask == 0 && grid[y*ctx->w+x] == -2) ||
1410 (x >= setx && x < setx + 3 &&
1411 y >= sety && y < sety + 3 &&
1412 mask & (1 << ((y-sety)*3+(x-setx)))))
1413 continue;
1414
1415 sqlist[n].x = x;
1416 sqlist[n].y = y;
1417
1418 if (grid[y*ctx->w+x] != -2) {
1419 sqlist[n].type = 3; /* known square */
1420 } else {
1421 /*
1422 * Unknown square. Examine everything around it and
1423 * see if it borders on any known squares. If it
1424 * does, it's class 1, otherwise it's 2.
1425 */
1426
1427 sqlist[n].type = 2;
1428
1429 for (dy = -1; dy <= +1; dy++)
1430 for (dx = -1; dx <= +1; dx++)
1431 if (x+dx >= 0 && x+dx < ctx->w &&
1432 y+dy >= 0 && y+dy < ctx->h &&
1433 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1434 sqlist[n].type = 1;
1435 break;
1436 }
1437 }
1438
1439 /*
1440 * Finally, a random number to cause qsort to
1441 * shuffle within each group.
1442 */
1443 sqlist[n].random = random_bits(ctx->rs, 31);
1444
1445 n++;
1446 }
1447
1448 qsort(sqlist, n, sizeof(struct square), squarecmp);
1449
1450 /*
1451 * Now count up the number of full and empty squares in the set
1452 * we've been provided.
1453 */
1454 nfull = nempty = 0;
1455 if (mask) {
1456 for (dy = 0; dy < 3; dy++)
1457 for (dx = 0; dx < 3; dx++)
1458 if (mask & (1 << (dy*3+dx))) {
1459 assert(setx+dx <= ctx->w);
1460 assert(sety+dy <= ctx->h);
1461 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1462 nfull++;
1463 else
1464 nempty++;
1465 }
1466 } else {
1467 for (y = 0; y < ctx->h; y++)
1468 for (x = 0; x < ctx->w; x++)
1469 if (grid[y*ctx->w+x] == -2) {
1470 if (ctx->grid[y*ctx->w+x])
1471 nfull++;
1472 else
1473 nempty++;
1474 }
1475 }
1476
1477 /*
1478 * Now go through our sorted list until we find either `nfull'
1479 * empty squares, or `nempty' full squares; these will be
1480 * swapped with the appropriate squares in the set to either
1481 * fill or empty the set while keeping the same number of mines
1482 * overall.
1483 */
1484 ntofill = ntoempty = 0;
1485 if (mask) {
1486 tofill = snewn(9, struct square *);
1487 toempty = snewn(9, struct square *);
1488 } else {
1489 tofill = snewn(ctx->w * ctx->h, struct square *);
1490 toempty = snewn(ctx->w * ctx->h, struct square *);
1491 }
1492 for (i = 0; i < n; i++) {
1493 struct square *sq = &sqlist[i];
1494 if (ctx->grid[sq->y * ctx->w + sq->x])
1495 toempty[ntoempty++] = sq;
1496 else
1497 tofill[ntofill++] = sq;
1498 if (ntofill == nfull || ntoempty == nempty)
1499 break;
1500 }
1501
1502 /*
1503 * If we haven't found enough empty squares outside the set to
1504 * empty it into _or_ enough full squares outside it to fill it
1505 * up with, we'll have to settle for doing only a partial job.
1506 * In this case we choose to always _fill_ the set (because
1507 * this case will tend to crop up when we're working with very
1508 * high mine densities and the only way to get a solvable grid
1509 * is going to be to pack most of the mines solidly around the
1510 * edges). So now our job is to make a list of the empty
1511 * squares in the set, and shuffle that list so that we fill a
1512 * random selection of them.
1513 */
1514 if (ntofill != nfull && ntoempty != nempty) {
1515 int k;
1516
1517 assert(ntoempty != 0);
1518
1519 setlist = snewn(ctx->w * ctx->h, int);
1520 i = 0;
1521 if (mask) {
1522 for (dy = 0; dy < 3; dy++)
1523 for (dx = 0; dx < 3; dx++)
1524 if (mask & (1 << (dy*3+dx))) {
1525 assert(setx+dx <= ctx->w);
1526 assert(sety+dy <= ctx->h);
1527 if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1528 setlist[i++] = (sety+dy)*ctx->w+(setx+dx);
1529 }
1530 } else {
1531 for (y = 0; y < ctx->h; y++)
1532 for (x = 0; x < ctx->w; x++)
1533 if (grid[y*ctx->w+x] == -2) {
1534 if (!ctx->grid[y*ctx->w+x])
1535 setlist[i++] = y*ctx->w+x;
1536 }
1537 }
1538 assert(i > ntoempty);
1539 /*
1540 * Now pick `ntoempty' items at random from the list.
1541 */
1542 for (k = 0; k < ntoempty; k++) {
1543 int index = k + random_upto(ctx->rs, i - k);
1544 int tmp;
1545
1546 tmp = setlist[k];
1547 setlist[k] = setlist[index];
1548 setlist[index] = tmp;
1549 }
1550 } else
1551 setlist = NULL;
1552
1553 /*
1554 * Now we're pretty much there. We need to either
1555 * (a) put a mine in each of the empty squares in the set, and
1556 * take one out of each square in `toempty'
1557 * (b) take a mine out of each of the full squares in the set,
1558 * and put one in each square in `tofill'
1559 * depending on which one we've found enough squares to do.
1560 *
1561 * So we start by constructing our list of changes to return to
1562 * the solver, so that it can update its data structures
1563 * efficiently rather than having to rescan the whole grid.
1564 */
1565 ret = snew(struct perturbations);
1566 if (ntofill == nfull) {
1567 todo = tofill;
1568 ntodo = ntofill;
1569 dtodo = +1;
1570 dset = -1;
1571 sfree(toempty);
1572 } else {
1573 /*
1574 * (We also fall into this case if we've constructed a
1575 * setlist.)
1576 */
1577 todo = toempty;
1578 ntodo = ntoempty;
1579 dtodo = -1;
1580 dset = +1;
1581 sfree(tofill);
1582 }
1583 ret->n = 2 * ntodo;
1584 ret->changes = snewn(ret->n, struct perturbation);
1585 for (i = 0; i < ntodo; i++) {
1586 ret->changes[i].x = todo[i]->x;
1587 ret->changes[i].y = todo[i]->y;
1588 ret->changes[i].delta = dtodo;
1589 }
1590 /* now i == ntodo */
1591 if (setlist) {
1592 int j;
1593 assert(todo == toempty);
1594 for (j = 0; j < ntoempty; j++) {
1595 ret->changes[i].x = setlist[j] % ctx->w;
1596 ret->changes[i].y = setlist[j] / ctx->w;
1597 ret->changes[i].delta = dset;
1598 i++;
1599 }
1600 sfree(setlist);
1601 } else if (mask) {
1602 for (dy = 0; dy < 3; dy++)
1603 for (dx = 0; dx < 3; dx++)
1604 if (mask & (1 << (dy*3+dx))) {
1605 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1606 if (dset == -currval) {
1607 ret->changes[i].x = setx + dx;
1608 ret->changes[i].y = sety + dy;
1609 ret->changes[i].delta = dset;
1610 i++;
1611 }
1612 }
1613 } else {
1614 for (y = 0; y < ctx->h; y++)
1615 for (x = 0; x < ctx->w; x++)
1616 if (grid[y*ctx->w+x] == -2) {
1617 int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1);
1618 if (dset == -currval) {
1619 ret->changes[i].x = x;
1620 ret->changes[i].y = y;
1621 ret->changes[i].delta = dset;
1622 i++;
1623 }
1624 }
1625 }
1626 assert(i == ret->n);
1627
1628 sfree(sqlist);
1629 sfree(todo);
1630
1631 /*
1632 * Having set up the precise list of changes we're going to
1633 * make, we now simply make them and return.
1634 */
1635 for (i = 0; i < ret->n; i++) {
1636 int delta;
1637
1638 x = ret->changes[i].x;
1639 y = ret->changes[i].y;
1640 delta = ret->changes[i].delta;
1641
1642 /*
1643 * Check we're not trying to add an existing mine or remove
1644 * an absent one.
1645 */
1646 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1647
1648 /*
1649 * Actually make the change.
1650 */
1651 ctx->grid[y*ctx->w+x] = (delta > 0);
1652
1653 /*
1654 * Update any numbers already present in the grid.
1655 */
1656 for (dy = -1; dy <= +1; dy++)
1657 for (dx = -1; dx <= +1; dx++)
1658 if (x+dx >= 0 && x+dx < ctx->w &&
1659 y+dy >= 0 && y+dy < ctx->h &&
1660 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1661 if (dx == 0 && dy == 0) {
1662 /*
1663 * The square itself is marked as known in
1664 * the grid. Mark it as a mine if it's a
1665 * mine, or else work out its number.
1666 */
1667 if (delta > 0) {
1668 grid[y*ctx->w+x] = -1;
1669 } else {
1670 int dx2, dy2, minecount = 0;
1671 for (dy2 = -1; dy2 <= +1; dy2++)
1672 for (dx2 = -1; dx2 <= +1; dx2++)
1673 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1674 y+dy2 >= 0 && y+dy2 < ctx->h &&
1675 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1676 minecount++;
1677 grid[y*ctx->w+x] = minecount;
1678 }
1679 } else {
1680 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1681 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1682 }
1683 }
1684 }
1685
1686 #ifdef GENERATION_DIAGNOSTICS
1687 {
1688 int yy, xx;
1689 printf("grid after perturbing:\n");
1690 for (yy = 0; yy < ctx->h; yy++) {
1691 for (xx = 0; xx < ctx->w; xx++) {
1692 int v = ctx->grid[yy*ctx->w+xx];
1693 if (yy == ctx->sy && xx == ctx->sx) {
1694 assert(!v);
1695 putchar('S');
1696 } else if (v) {
1697 putchar('*');
1698 } else {
1699 putchar('-');
1700 }
1701 }
1702 putchar('\n');
1703 }
1704 printf("\n");
1705 }
1706 #endif
1707
1708 return ret;
1709 }
1710
1711 static char *minegen(int w, int h, int n, int x, int y, int unique,
1712 random_state *rs)
1713 {
1714 char *ret = snewn(w*h, char);
1715 int success;
1716 int ntries = 0;
1717
1718 do {
1719 success = FALSE;
1720 ntries++;
1721
1722 memset(ret, 0, w*h);
1723
1724 /*
1725 * Start by placing n mines, none of which is at x,y or within
1726 * one square of it.
1727 */
1728 {
1729 int *tmp = snewn(w*h, int);
1730 int i, j, k, nn;
1731
1732 /*
1733 * Write down the list of possible mine locations.
1734 */
1735 k = 0;
1736 for (i = 0; i < h; i++)
1737 for (j = 0; j < w; j++)
1738 if (abs(i - y) > 1 || abs(j - x) > 1)
1739 tmp[k++] = i*w+j;
1740
1741 /*
1742 * Now pick n off the list at random.
1743 */
1744 nn = n;
1745 while (nn-- > 0) {
1746 i = random_upto(rs, k);
1747 ret[tmp[i]] = 1;
1748 tmp[i] = tmp[--k];
1749 }
1750
1751 sfree(tmp);
1752 }
1753
1754 #ifdef GENERATION_DIAGNOSTICS
1755 {
1756 int yy, xx;
1757 printf("grid after initial generation:\n");
1758 for (yy = 0; yy < h; yy++) {
1759 for (xx = 0; xx < w; xx++) {
1760 int v = ret[yy*w+xx];
1761 if (yy == y && xx == x) {
1762 assert(!v);
1763 putchar('S');
1764 } else if (v) {
1765 putchar('*');
1766 } else {
1767 putchar('-');
1768 }
1769 }
1770 putchar('\n');
1771 }
1772 printf("\n");
1773 }
1774 #endif
1775
1776 /*
1777 * Now set up a results grid to run the solver in, and a
1778 * context for the solver to open squares. Then run the solver
1779 * repeatedly; if the number of perturb steps ever goes up or
1780 * it ever returns -1, give up completely.
1781 *
1782 * We bypass this bit if we're not after a unique grid.
1783 */
1784 if (unique) {
1785 signed char *solvegrid = snewn(w*h, char);
1786 struct minectx actx, *ctx = &actx;
1787 int solveret, prevret = -2;
1788
1789 ctx->grid = ret;
1790 ctx->w = w;
1791 ctx->h = h;
1792 ctx->sx = x;
1793 ctx->sy = y;
1794 ctx->rs = rs;
1795 ctx->allow_big_perturbs = (ntries > 100);
1796
1797 while (1) {
1798 memset(solvegrid, -2, w*h);
1799 solvegrid[y*w+x] = mineopen(ctx, x, y);
1800 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1801
1802 solveret =
1803 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1804 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1805 success = FALSE;
1806 break;
1807 } else if (solveret == 0) {
1808 success = TRUE;
1809 break;
1810 }
1811 }
1812
1813 sfree(solvegrid);
1814 } else {
1815 success = TRUE;
1816 }
1817
1818 } while (!success);
1819
1820 return ret;
1821 }
1822
1823 /*
1824 * The Mines game descriptions contain the location of every mine,
1825 * and can therefore be used to cheat.
1826 *
1827 * It would be pointless to attempt to _prevent_ this form of
1828 * cheating by encrypting the description, since Mines is
1829 * open-source so anyone can find out the encryption key. However,
1830 * I think it is worth doing a bit of gentle obfuscation to prevent
1831 * _accidental_ spoilers: if you happened to note that the game ID
1832 * starts with an F, for example, you might be unable to put the
1833 * knowledge of those mines out of your mind while playing. So,
1834 * just as discussions of film endings are rot13ed to avoid
1835 * spoiling it for people who don't want to be told, we apply a
1836 * keyless, reversible, but visually completely obfuscatory masking
1837 * function to the mine bitmap.
1838 */
1839 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1840 {
1841 int bytes, firsthalf, secondhalf;
1842 struct step {
1843 unsigned char *seedstart;
1844 int seedlen;
1845 unsigned char *targetstart;
1846 int targetlen;
1847 } steps[2];
1848 int i, j;
1849
1850 /*
1851 * My obfuscation algorithm is similar in concept to the OAEP
1852 * encoding used in some forms of RSA. Here's a specification
1853 * of it:
1854 *
1855 * + We have a `masking function' which constructs a stream of
1856 * pseudorandom bytes from a seed of some number of input
1857 * bytes.
1858 *
1859 * + We pad out our input bit stream to a whole number of
1860 * bytes by adding up to 7 zero bits on the end. (In fact
1861 * the bitmap passed as input to this function will already
1862 * have had this done in practice.)
1863 *
1864 * + We divide the _byte_ stream exactly in half, rounding the
1865 * half-way position _down_. So an 81-bit input string, for
1866 * example, rounds up to 88 bits or 11 bytes, and then
1867 * dividing by two gives 5 bytes in the first half and 6 in
1868 * the second half.
1869 *
1870 * + We generate a mask from the second half of the bytes, and
1871 * XOR it over the first half.
1872 *
1873 * + We generate a mask from the (encoded) first half of the
1874 * bytes, and XOR it over the second half. Any null bits at
1875 * the end which were added as padding are cleared back to
1876 * zero even if this operation would have made them nonzero.
1877 *
1878 * To de-obfuscate, the steps are precisely the same except
1879 * that the final two are reversed.
1880 *
1881 * Finally, our masking function. Given an input seed string of
1882 * bytes, the output mask consists of concatenating the SHA-1
1883 * hashes of the seed string and successive decimal integers,
1884 * starting from 0.
1885 */
1886
1887 bytes = (bits + 7) / 8;
1888 firsthalf = bytes / 2;
1889 secondhalf = bytes - firsthalf;
1890
1891 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1892 steps[decode ? 1 : 0].seedlen = secondhalf;
1893 steps[decode ? 1 : 0].targetstart = bmp;
1894 steps[decode ? 1 : 0].targetlen = firsthalf;
1895
1896 steps[decode ? 0 : 1].seedstart = bmp;
1897 steps[decode ? 0 : 1].seedlen = firsthalf;
1898 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1899 steps[decode ? 0 : 1].targetlen = secondhalf;
1900
1901 for (i = 0; i < 2; i++) {
1902 SHA_State base, final;
1903 unsigned char digest[20];
1904 char numberbuf[80];
1905 int digestpos = 20, counter = 0;
1906
1907 SHA_Init(&base);
1908 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1909
1910 for (j = 0; j < steps[i].targetlen; j++) {
1911 if (digestpos >= 20) {
1912 sprintf(numberbuf, "%d", counter++);
1913 final = base;
1914 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1915 SHA_Final(&final, digest);
1916 digestpos = 0;
1917 }
1918 steps[i].targetstart[j] ^= digest[digestpos++];
1919 }
1920
1921 /*
1922 * Mask off the pad bits in the final byte after both steps.
1923 */
1924 if (bits % 8)
1925 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1926 }
1927 }
1928
1929 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1930 random_state *rs, char **game_desc)
1931 {
1932 signed char *grid, *ret, *p;
1933 unsigned char *bmp;
1934 int i, area;
1935
1936 #ifdef TEST_OBFUSCATION
1937 static int tested_obfuscation = FALSE;
1938 if (!tested_obfuscation) {
1939 /*
1940 * A few simple test vectors for the obfuscator.
1941 *
1942 * First test: the 28-bit stream 1234567. This divides up
1943 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1944 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1945 * we XOR the 16-bit string 15CE into the input 1234 to get
1946 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1947 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1948 * 12-bit string 337 into the input 567 to get 650. Thus
1949 * our output is 07FA650.
1950 */
1951 {
1952 unsigned char bmp1[] = "\x12\x34\x56\x70";
1953 obfuscate_bitmap(bmp1, 28, FALSE);
1954 printf("test 1 encode: %s\n",
1955 memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
1956 obfuscate_bitmap(bmp1, 28, TRUE);
1957 printf("test 1 decode: %s\n",
1958 memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
1959 }
1960 /*
1961 * Second test: a long string to make sure we switch from
1962 * one SHA to the next correctly. My input string this time
1963 * is simply fifty bytes of zeroes.
1964 */
1965 {
1966 unsigned char bmp2[50];
1967 unsigned char bmp2a[50];
1968 memset(bmp2, 0, 50);
1969 memset(bmp2a, 0, 50);
1970 obfuscate_bitmap(bmp2, 50 * 8, FALSE);
1971 /*
1972 * SHA of twenty-five zero bytes plus "0" is
1973 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
1974 * twenty-five zero bytes plus "1" is
1975 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
1976 * first half becomes
1977 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
1978 *
1979 * SHA of that lot plus "0" is
1980 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
1981 * same string plus "1" is
1982 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
1983 * second half becomes
1984 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
1985 */
1986 printf("test 2 encode: %s\n",
1987 memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
1988 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
1989 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
1990 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
1991 "\xd8\xdf\x78", 50) ? "failed" : "passed");
1992 obfuscate_bitmap(bmp2, 50 * 8, TRUE);
1993 printf("test 2 decode: %s\n",
1994 memcmp(bmp2, bmp2a, 50) ? "failed" : "passed");
1995 }
1996 }
1997 #endif
1998
1999 grid = minegen(w, h, n, x, y, unique, rs);
2000
2001 if (game_desc) {
2002 /*
2003 * Set up the mine bitmap and obfuscate it.
2004 */
2005 area = w * h;
2006 bmp = snewn((area + 7) / 8, unsigned char);
2007 memset(bmp, 0, (area + 7) / 8);
2008 for (i = 0; i < area; i++) {
2009 if (grid[i])
2010 bmp[i / 8] |= 0x80 >> (i % 8);
2011 }
2012 obfuscate_bitmap(bmp, area, FALSE);
2013
2014 /*
2015 * Now encode the resulting bitmap in hex. We can work to
2016 * nibble rather than byte granularity, since the obfuscation
2017 * function guarantees to return a bit string of the same
2018 * length as its input.
2019 */
2020 ret = snewn((area+3)/4 + 100, char);
2021 p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
2022 for (i = 0; i < (area+3)/4; i++) {
2023 int v = bmp[i/2];
2024 if (i % 2 == 0)
2025 v >>= 4;
2026 *p++ = "0123456789abcdef"[v & 0xF];
2027 }
2028 *p = '\0';
2029
2030 sfree(bmp);
2031
2032 *game_desc = ret;
2033 }
2034
2035 return grid;
2036 }
2037
2038 static char *new_game_desc(game_params *params, random_state *rs,
2039 game_aux_info **aux, int interactive)
2040 {
2041 if (!interactive) {
2042 /*
2043 * For batch-generated grids, pre-open one square.
2044 */
2045 int x = random_upto(rs, params->w);
2046 int y = random_upto(rs, params->h);
2047 signed char *grid;
2048 char *desc;
2049
2050 grid = new_mine_layout(params->w, params->h, params->n,
2051 x, y, params->unique, rs, &desc);
2052 sfree(grid);
2053 return desc;
2054 } else {
2055 char *rsdesc, *desc;
2056
2057 rsdesc = random_state_encode(rs);
2058 desc = snewn(strlen(rsdesc) + 100, char);
2059 sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc);
2060 sfree(rsdesc);
2061 return desc;
2062 }
2063 }
2064
2065 static void game_free_aux_info(game_aux_info *aux)
2066 {
2067 assert(!"Shouldn't happen");
2068 }
2069
2070 static char *validate_desc(game_params *params, char *desc)
2071 {
2072 int wh = params->w * params->h;
2073 int x, y;
2074
2075 if (*desc == 'r') {
2076 if (!*desc || !isdigit((unsigned char)*desc))
2077 return "No initial mine count in game description";
2078 while (*desc && isdigit((unsigned char)*desc))
2079 desc++; /* skip over mine count */
2080 if (*desc != ',')
2081 return "No ',' after initial x-coordinate in game description";
2082 desc++;
2083 if (*desc != 'u' && *desc != 'a')
2084 return "No uniqueness specifier in game description";
2085 desc++;
2086 if (*desc != ',')
2087 return "No ',' after uniqueness specifier in game description";
2088 /* now ignore the rest */
2089 } else {
2090 if (!*desc || !isdigit((unsigned char)*desc))
2091 return "No initial x-coordinate in game description";
2092 x = atoi(desc);
2093 if (x < 0 || x >= params->w)
2094 return "Initial x-coordinate was out of range";
2095 while (*desc && isdigit((unsigned char)*desc))
2096 desc++; /* skip over x coordinate */
2097 if (*desc != ',')
2098 return "No ',' after initial x-coordinate in game description";
2099 desc++; /* eat comma */
2100 if (!*desc || !isdigit((unsigned char)*desc))
2101 return "No initial y-coordinate in game description";
2102 y = atoi(desc);
2103 if (y < 0 || y >= params->h)
2104 return "Initial y-coordinate was out of range";
2105 while (*desc && isdigit((unsigned char)*desc))
2106 desc++; /* skip over y coordinate */
2107 if (*desc != ',')
2108 return "No ',' after initial y-coordinate in game description";
2109 desc++; /* eat comma */
2110 /* eat `m', meaning `masked', if present */
2111 if (*desc == 'm')
2112 desc++;
2113 /* now just check length of remainder */
2114 if (strlen(desc) != (wh+3)/4)
2115 return "Game description is wrong length";
2116 }
2117
2118 return NULL;
2119 }
2120
2121 static int open_square(game_state *state, int x, int y)
2122 {
2123 int w = state->w, h = state->h;
2124 int xx, yy, nmines, ncovered;
2125
2126 if (!state->layout->mines) {
2127 /*
2128 * We have a preliminary game in which the mine layout
2129 * hasn't been generated yet. Generate it based on the
2130 * initial click location.
2131 */
2132 char *desc;
2133 state->layout->mines = new_mine_layout(w, h, state->layout->n,
2134 x, y, state->layout->unique,
2135 state->layout->rs,
2136 &desc);
2137 midend_supersede_game_desc(state->layout->me, desc);
2138 sfree(desc);
2139 random_free(state->layout->rs);
2140 state->layout->rs = NULL;
2141 }
2142
2143 if (state->layout->mines[y*w+x]) {
2144 /*
2145 * The player has landed on a mine. Bad luck. Expose all
2146 * the mines.
2147 */
2148 state->dead = TRUE;
2149 for (yy = 0; yy < h; yy++)
2150 for (xx = 0; xx < w; xx++) {
2151 if (state->layout->mines[yy*w+xx] &&
2152 (state->grid[yy*w+xx] == -2 ||
2153 state->grid[yy*w+xx] == -3)) {
2154 state->grid[yy*w+xx] = 64;
2155 }
2156 if (!state->layout->mines[yy*w+xx] &&
2157 state->grid[yy*w+xx] == -1) {
2158 state->grid[yy*w+xx] = 66;
2159 }
2160 }
2161 state->grid[y*w+x] = 65;
2162 return -1;
2163 }
2164
2165 /*
2166 * Otherwise, the player has opened a safe square. Mark it to-do.
2167 */
2168 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
2169
2170 /*
2171 * Now go through the grid finding all `todo' values and
2172 * opening them. Every time one of them turns out to have no
2173 * neighbouring mines, we add all its unopened neighbours to
2174 * the list as well.
2175 *
2176 * FIXME: We really ought to be able to do this better than
2177 * using repeated N^2 scans of the grid.
2178 */
2179 while (1) {
2180 int done_something = FALSE;
2181
2182 for (yy = 0; yy < h; yy++)
2183 for (xx = 0; xx < w; xx++)
2184 if (state->grid[yy*w+xx] == -10) {
2185 int dx, dy, v;
2186
2187 assert(!state->layout->mines[yy*w+xx]);
2188
2189 v = 0;
2190
2191 for (dx = -1; dx <= +1; dx++)
2192 for (dy = -1; dy <= +1; dy++)
2193 if (xx+dx >= 0 && xx+dx < state->w &&
2194 yy+dy >= 0 && yy+dy < state->h &&
2195 state->layout->mines[(yy+dy)*w+(xx+dx)])
2196 v++;
2197
2198 state->grid[yy*w+xx] = v;
2199
2200 if (v == 0) {
2201 for (dx = -1; dx <= +1; dx++)
2202 for (dy = -1; dy <= +1; dy++)
2203 if (xx+dx >= 0 && xx+dx < state->w &&
2204 yy+dy >= 0 && yy+dy < state->h &&
2205 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2206 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2207 }
2208
2209 done_something = TRUE;
2210 }
2211
2212 if (!done_something)
2213 break;
2214 }
2215
2216 /*
2217 * Finally, scan the grid and see if exactly as many squares
2218 * are still covered as there are mines. If so, set the `won'
2219 * flag and fill in mine markers on all covered squares.
2220 */
2221 nmines = ncovered = 0;
2222 for (yy = 0; yy < h; yy++)
2223 for (xx = 0; xx < w; xx++) {
2224 if (state->grid[yy*w+xx] < 0)
2225 ncovered++;
2226 if (state->layout->mines[yy*w+xx])
2227 nmines++;
2228 }
2229 assert(ncovered >= nmines);
2230 if (ncovered == nmines) {
2231 for (yy = 0; yy < h; yy++)
2232 for (xx = 0; xx < w; xx++) {
2233 if (state->grid[yy*w+xx] < 0)
2234 state->grid[yy*w+xx] = -1;
2235 }
2236 state->won = TRUE;
2237 }
2238
2239 return 0;
2240 }
2241
2242 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2243 {
2244 game_state *state = snew(game_state);
2245 int i, wh, x, y, ret, masked;
2246 unsigned char *bmp;
2247
2248 state->w = params->w;
2249 state->h = params->h;
2250 state->n = params->n;
2251 state->dead = state->won = FALSE;
2252 state->used_solve = state->just_used_solve = FALSE;
2253
2254 wh = state->w * state->h;
2255
2256 state->layout = snew(struct mine_layout);
2257 state->layout->refcount = 1;
2258
2259 state->grid = snewn(wh, char);
2260 memset(state->grid, -2, wh);
2261
2262 if (*desc == 'r') {
2263 desc++;
2264 state->layout->n = atoi(desc);
2265 while (*desc && isdigit((unsigned char)*desc))
2266 desc++; /* skip over mine count */
2267 if (*desc) desc++; /* eat comma */
2268 if (*desc == 'a')
2269 state->layout->unique = FALSE;
2270 else
2271 state->layout->unique = TRUE;
2272 desc++;
2273 if (*desc) desc++; /* eat comma */
2274
2275 state->layout->mines = NULL;
2276 state->layout->rs = random_state_decode(desc);
2277 state->layout->me = me;
2278
2279 } else {
2280 state->layout->rs = NULL;
2281 state->layout->me = NULL;
2282
2283 state->layout->mines = snewn(wh, char);
2284 x = atoi(desc);
2285 while (*desc && isdigit((unsigned char)*desc))
2286 desc++; /* skip over x coordinate */
2287 if (*desc) desc++; /* eat comma */
2288 y = atoi(desc);
2289 while (*desc && isdigit((unsigned char)*desc))
2290 desc++; /* skip over y coordinate */
2291 if (*desc) desc++; /* eat comma */
2292
2293 if (*desc == 'm') {
2294 masked = TRUE;
2295 desc++;
2296 } else {
2297 /*
2298 * We permit game IDs to be entered by hand without the
2299 * masking transformation.
2300 */
2301 masked = FALSE;
2302 }
2303
2304 bmp = snewn((wh + 7) / 8, unsigned char);
2305 memset(bmp, 0, (wh + 7) / 8);
2306 for (i = 0; i < (wh+3)/4; i++) {
2307 int c = desc[i];
2308 int v;
2309
2310 assert(c != 0); /* validate_desc should have caught */
2311 if (c >= '0' && c <= '9')
2312 v = c - '0';
2313 else if (c >= 'a' && c <= 'f')
2314 v = c - 'a' + 10;
2315 else if (c >= 'A' && c <= 'F')
2316 v = c - 'A' + 10;
2317 else
2318 v = 0;
2319
2320 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2321 }
2322
2323 if (masked)
2324 obfuscate_bitmap(bmp, wh, TRUE);
2325
2326 memset(state->layout->mines, 0, wh);
2327 for (i = 0; i < wh; i++) {
2328 if (bmp[i / 8] & (0x80 >> (i % 8)))
2329 state->layout->mines[i] = 1;
2330 }
2331
2332 ret = open_square(state, x, y);
2333 }
2334
2335 return state;
2336 }
2337
2338 static game_state *dup_game(game_state *state)
2339 {
2340 game_state *ret = snew(game_state);
2341
2342 ret->w = state->w;
2343 ret->h = state->h;
2344 ret->n = state->n;
2345 ret->dead = state->dead;
2346 ret->won = state->won;
2347 ret->used_solve = state->used_solve;
2348 ret->just_used_solve = state->just_used_solve;
2349 ret->layout = state->layout;
2350 ret->layout->refcount++;
2351 ret->grid = snewn(ret->w * ret->h, char);
2352 memcpy(ret->grid, state->grid, ret->w * ret->h);
2353
2354 return ret;
2355 }
2356
2357 static void free_game(game_state *state)
2358 {
2359 if (--state->layout->refcount <= 0) {
2360 sfree(state->layout->mines);
2361 if (state->layout->rs)
2362 random_free(state->layout->rs);
2363 sfree(state->layout);
2364 }
2365 sfree(state->grid);
2366 sfree(state);
2367 }
2368
2369 static game_state *solve_game(game_state *state, game_aux_info *aux,
2370 char **error)
2371 {
2372 /*
2373 * Simply expose the entire grid as if it were a completed
2374 * solution.
2375 */
2376 game_state *ret;
2377 int yy, xx;
2378
2379 if (!state->layout->mines) {
2380 *error = "Game has not been started yet";
2381 return NULL;
2382 }
2383
2384 ret = dup_game(state);
2385 for (yy = 0; yy < ret->h; yy++)
2386 for (xx = 0; xx < ret->w; xx++) {
2387
2388 if (ret->layout->mines[yy*ret->w+xx]) {
2389 ret->grid[yy*ret->w+xx] = -1;
2390 } else {
2391 int dx, dy, v;
2392
2393 v = 0;
2394
2395 for (dx = -1; dx <= +1; dx++)
2396 for (dy = -1; dy <= +1; dy++)
2397 if (xx+dx >= 0 && xx+dx < ret->w &&
2398 yy+dy >= 0 && yy+dy < ret->h &&
2399 ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
2400 v++;
2401
2402 ret->grid[yy*ret->w+xx] = v;
2403 }
2404 }
2405 ret->used_solve = ret->just_used_solve = TRUE;
2406 ret->won = TRUE;
2407
2408 return ret;
2409 }
2410
2411 static char *game_text_format(game_state *state)
2412 {
2413 char *ret;
2414 int x, y;
2415
2416 ret = snewn((state->w + 1) * state->h + 1, char);
2417 for (y = 0; y < state->h; y++) {
2418 for (x = 0; x < state->w; x++) {
2419 int v = state->grid[y*state->w+x];
2420 if (v == 0)
2421 v = '-';
2422 else if (v >= 1 && v <= 8)
2423 v = '0' + v;
2424 else if (v == -1)
2425 v = '*';
2426 else if (v == -2 || v == -3)
2427 v = '?';
2428 else if (v >= 64)
2429 v = '!';
2430 ret[y * (state->w+1) + x] = v;
2431 }
2432 ret[y * (state->w+1) + state->w] = '\n';
2433 }
2434 ret[(state->w + 1) * state->h] = '\0';
2435
2436 return ret;
2437 }
2438
2439 struct game_ui {
2440 int hx, hy, hradius; /* for mouse-down highlights */
2441 int flash_is_death;
2442 };
2443
2444 static game_ui *new_ui(game_state *state)
2445 {
2446 game_ui *ui = snew(game_ui);
2447 ui->hx = ui->hy = -1;
2448 ui->hradius = 0;
2449 ui->flash_is_death = FALSE; /* *shrug* */
2450 return ui;
2451 }
2452
2453 static void free_ui(game_ui *ui)
2454 {
2455 sfree(ui);
2456 }
2457
2458 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
2459 int x, int y, int button)
2460 {
2461 game_state *ret;
2462 int cx, cy;
2463
2464 if (from->dead || from->won)
2465 return NULL; /* no further moves permitted */
2466
2467 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2468 !IS_MOUSE_RELEASE(button))
2469 return NULL;
2470
2471 cx = FROMCOORD(x);
2472 cy = FROMCOORD(y);
2473 if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
2474 return NULL;
2475
2476 if (button == LEFT_BUTTON || button == LEFT_DRAG) {
2477 /*
2478 * Mouse-downs and mouse-drags just cause highlighting
2479 * updates.
2480 */
2481 ui->hx = cx;
2482 ui->hy = cy;
2483 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2484 return from;
2485 }
2486
2487 if (button == RIGHT_BUTTON) {
2488 /*
2489 * Right-clicking only works on a covered square, and it
2490 * toggles between -1 (marked as mine) and -2 (not marked
2491 * as mine).
2492 *
2493 * FIXME: question marks.
2494 */
2495 if (from->grid[cy * from->w + cx] != -2 &&
2496 from->grid[cy * from->w + cx] != -1)
2497 return NULL;
2498
2499 ret = dup_game(from);
2500 ret->just_used_solve = FALSE;
2501 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2502
2503 return ret;
2504 }
2505
2506 if (button == LEFT_RELEASE) {
2507 ui->hx = ui->hy = -1;
2508 ui->hradius = 0;
2509
2510 /*
2511 * At this stage we must never return NULL: we have adjusted
2512 * the ui, so at worst we return `from'.
2513 */
2514
2515 /*
2516 * Left-clicking on a covered square opens a tile. Not
2517 * permitted if the tile is marked as a mine, for safety.
2518 * (Unmark it and _then_ open it.)
2519 */
2520 if (from->grid[cy * from->w + cx] == -2 ||
2521 from->grid[cy * from->w + cx] == -3) {
2522 ret = dup_game(from);
2523 ret->just_used_solve = FALSE;
2524 open_square(ret, cx, cy);
2525 return ret;
2526 }
2527
2528 /*
2529 * Left-clicking on an uncovered tile: first we check to see if
2530 * the number of mine markers surrounding the tile is equal to
2531 * its mine count, and if so then we open all other surrounding
2532 * squares.
2533 */
2534 if (from->grid[cy * from->w + cx] > 0) {
2535 int dy, dx, n;
2536
2537 /* Count mine markers. */
2538 n = 0;
2539 for (dy = -1; dy <= +1; dy++)
2540 for (dx = -1; dx <= +1; dx++)
2541 if (cx+dx >= 0 && cx+dx < from->w &&
2542 cy+dy >= 0 && cy+dy < from->h) {
2543 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2544 n++;
2545 }
2546
2547 if (n == from->grid[cy * from->w + cx]) {
2548 ret = dup_game(from);
2549 ret->just_used_solve = FALSE;
2550 for (dy = -1; dy <= +1; dy++)
2551 for (dx = -1; dx <= +1; dx++)
2552 if (cx+dx >= 0 && cx+dx < ret->w &&
2553 cy+dy >= 0 && cy+dy < ret->h &&
2554 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2555 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2556 open_square(ret, cx+dx, cy+dy);
2557 return ret;
2558 }
2559 }
2560
2561 return from;
2562 }
2563
2564 return NULL;
2565 }
2566
2567 /* ----------------------------------------------------------------------
2568 * Drawing routines.
2569 */
2570
2571 struct game_drawstate {
2572 int w, h, started;
2573 signed char *grid;
2574 /*
2575 * Items in this `grid' array have all the same values as in
2576 * the game_state grid, and in addition:
2577 *
2578 * - -10 means the tile was drawn `specially' as a result of a
2579 * flash, so it will always need redrawing.
2580 *
2581 * - -22 and -23 mean the tile is highlighted for a possible
2582 * click.
2583 */
2584 };
2585
2586 static void game_size(game_params *params, int *x, int *y)
2587 {
2588 *x = BORDER * 2 + TILE_SIZE * params->w;
2589 *y = BORDER * 2 + TILE_SIZE * params->h;
2590 }
2591
2592 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2593 {
2594 float *ret = snewn(3 * NCOLOURS, float);
2595
2596 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2597
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;
2601
2602 ret[COL_1 * 3 + 0] = 0.0F;
2603 ret[COL_1 * 3 + 1] = 0.0F;
2604 ret[COL_1 * 3 + 2] = 1.0F;
2605
2606 ret[COL_2 * 3 + 0] = 0.0F;
2607 ret[COL_2 * 3 + 1] = 0.5F;
2608 ret[COL_2 * 3 + 2] = 0.0F;
2609
2610 ret[COL_3 * 3 + 0] = 1.0F;
2611 ret[COL_3 * 3 + 1] = 0.0F;
2612 ret[COL_3 * 3 + 2] = 0.0F;
2613
2614 ret[COL_4 * 3 + 0] = 0.0F;
2615 ret[COL_4 * 3 + 1] = 0.0F;
2616 ret[COL_4 * 3 + 2] = 0.5F;
2617
2618 ret[COL_5 * 3 + 0] = 0.5F;
2619 ret[COL_5 * 3 + 1] = 0.0F;
2620 ret[COL_5 * 3 + 2] = 0.0F;
2621
2622 ret[COL_6 * 3 + 0] = 0.0F;
2623 ret[COL_6 * 3 + 1] = 0.5F;
2624 ret[COL_6 * 3 + 2] = 0.5F;
2625
2626 ret[COL_7 * 3 + 0] = 0.0F;
2627 ret[COL_7 * 3 + 1] = 0.0F;
2628 ret[COL_7 * 3 + 2] = 0.0F;
2629
2630 ret[COL_8 * 3 + 0] = 0.5F;
2631 ret[COL_8 * 3 + 1] = 0.5F;
2632 ret[COL_8 * 3 + 2] = 0.5F;
2633
2634 ret[COL_MINE * 3 + 0] = 0.0F;
2635 ret[COL_MINE * 3 + 1] = 0.0F;
2636 ret[COL_MINE * 3 + 2] = 0.0F;
2637
2638 ret[COL_BANG * 3 + 0] = 1.0F;
2639 ret[COL_BANG * 3 + 1] = 0.0F;
2640 ret[COL_BANG * 3 + 2] = 0.0F;
2641
2642 ret[COL_CROSS * 3 + 0] = 1.0F;
2643 ret[COL_CROSS * 3 + 1] = 0.0F;
2644 ret[COL_CROSS * 3 + 2] = 0.0F;
2645
2646 ret[COL_FLAG * 3 + 0] = 1.0F;
2647 ret[COL_FLAG * 3 + 1] = 0.0F;
2648 ret[COL_FLAG * 3 + 2] = 0.0F;
2649
2650 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2651 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2652 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2653
2654 ret[COL_QUERY * 3 + 0] = 0.0F;
2655 ret[COL_QUERY * 3 + 1] = 0.0F;
2656 ret[COL_QUERY * 3 + 2] = 0.0F;
2657
2658 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2659 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2660 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2661
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;
2665
2666 *ncolours = NCOLOURS;
2667 return ret;
2668 }
2669
2670 static game_drawstate *game_new_drawstate(game_state *state)
2671 {
2672 struct game_drawstate *ds = snew(struct game_drawstate);
2673
2674 ds->w = state->w;
2675 ds->h = state->h;
2676 ds->started = FALSE;
2677 ds->grid = snewn(ds->w * ds->h, char);
2678
2679 memset(ds->grid, -99, ds->w * ds->h);
2680
2681 return ds;
2682 }
2683
2684 static void game_free_drawstate(game_drawstate *ds)
2685 {
2686 sfree(ds->grid);
2687 sfree(ds);
2688 }
2689
2690 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2691 {
2692 if (v < 0) {
2693 int coords[12];
2694 int hl = 0;
2695
2696 if (v == -22 || v == -23) {
2697 v += 20;
2698
2699 /*
2700 * Omit the highlights in this case.
2701 */
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);
2706 } else {
2707 /*
2708 * Draw highlights to indicate the square is covered.
2709 */
2710 coords[0] = x + TILE_SIZE - 1;
2711 coords[1] = y + TILE_SIZE - 1;
2712 coords[2] = x + TILE_SIZE - 1;
2713 coords[3] = y;
2714 coords[4] = x;
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);
2718
2719 coords[0] = x;
2720 coords[1] = y;
2721 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2722 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2723
2724 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2725 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2726 bg);
2727 }
2728
2729 if (v == -1) {
2730 /*
2731 * Draw a flag.
2732 */
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); \
2736 } while (0)
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);
2745
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);
2751 #undef SETCOORD
2752
2753 } else if (v == -3) {
2754 /*
2755 * Draw a question mark.
2756 */
2757 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2758 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2759 ALIGN_VCENTRE | ALIGN_HCENTRE,
2760 COL_QUERY, "?");
2761 }
2762 } else {
2763 /*
2764 * Clear the square to the background colour, and draw thin
2765 * grid lines along the top and left.
2766 *
2767 * Exception is that for value 65 (mine we've just trodden
2768 * on), we clear the square to COL_BANG.
2769 */
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);
2775
2776 if (v > 0 && v <= 8) {
2777 /*
2778 * Mark a number.
2779 */
2780 char str[2];
2781 str[0] = v + '0';
2782 str[1] = '\0';
2783 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2784 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2785 ALIGN_VCENTRE | ALIGN_HCENTRE,
2786 (COL_1 - 1) + v, str);
2787
2788 } else if (v >= 64) {
2789 /*
2790 * Mark a mine.
2791 *
2792 * FIXME: this could be done better!
2793 */
2794 #if 0
2795 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2796 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2797 ALIGN_VCENTRE | ALIGN_HCENTRE,
2798 COL_MINE, "*");
2799 #else
2800 {
2801 int cx = x + TILE_SIZE / 2;
2802 int cy = y + TILE_SIZE / 2;
2803 int r = TILE_SIZE / 2 - 3;
2804 int coords[4*5*2];
2805 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2806 int tdx, tdy, i;
2807
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;
2819
2820 tdx = ydx;
2821 tdy = ydy;
2822 ydx = xdx;
2823 ydy = xdy;
2824 xdx = -tdx;
2825 xdy = -tdy;
2826 }
2827
2828 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2829 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2830
2831 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2832 }
2833 #endif
2834
2835 if (v == 66) {
2836 /*
2837 * Cross through the mine.
2838 */
2839 int dx;
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,
2846 COL_CROSS);
2847 }
2848 }
2849 }
2850 }
2851
2852 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2853 }
2854
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)
2858 {
2859 int x, y;
2860 int mines, markers, bg;
2861
2862 if (flashtime) {
2863 int frame = (flashtime / FLASH_FRAME);
2864 if (frame % 2)
2865 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2866 else
2867 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2868 } else
2869 bg = COL_BACKGROUND;
2870
2871 if (!ds->started) {
2872 int coords[6];
2873
2874 draw_rect(fe, 0, 0,
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);
2880
2881 /*
2882 * Recessed area containing the whole puzzle.
2883 */
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] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2889 coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2890 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
2891 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
2892
2893 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2894 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2895 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
2896 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
2897
2898 ds->started = TRUE;
2899 }
2900
2901 /*
2902 * Now draw the tiles. Also in this loop, count up the number
2903 * of mines and mine markers.
2904 */
2905 mines = markers = 0;
2906 for (y = 0; y < ds->h; y++)
2907 for (x = 0; x < ds->w; x++) {
2908 int v = state->grid[y*ds->w+x];
2909
2910 if (v == -1)
2911 markers++;
2912 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2913 mines++;
2914
2915 if ((v == -2 || v == -3) &&
2916 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2917 v -= 20;
2918
2919 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2920 draw_tile(fe, COORD(x), COORD(y), v, bg);
2921 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2922 }
2923 }
2924
2925 if (!state->layout->mines)
2926 mines = state->layout->n;
2927
2928 /*
2929 * Update the status bar.
2930 */
2931 {
2932 char statusbar[512];
2933 if (state->dead) {
2934 sprintf(statusbar, "GAME OVER!");
2935 } else if (state->won) {
2936 if (state->used_solve)
2937 sprintf(statusbar, "Auto-solved.");
2938 else
2939 sprintf(statusbar, "COMPLETED!");
2940 } else {
2941 sprintf(statusbar, "Mines marked: %d / %d", markers, mines);
2942 }
2943 status_bar(fe, statusbar);
2944 }
2945 }
2946
2947 static float game_anim_length(game_state *oldstate, game_state *newstate,
2948 int dir, game_ui *ui)
2949 {
2950 return 0.0F;
2951 }
2952
2953 static float game_flash_length(game_state *oldstate, game_state *newstate,
2954 int dir, game_ui *ui)
2955 {
2956 if (oldstate->used_solve || newstate->used_solve)
2957 return 0.0F;
2958
2959 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2960 if (newstate->dead) {
2961 ui->flash_is_death = TRUE;
2962 return 3 * FLASH_FRAME;
2963 }
2964 if (newstate->won) {
2965 ui->flash_is_death = FALSE;
2966 return 2 * FLASH_FRAME;
2967 }
2968 }
2969 return 0.0F;
2970 }
2971
2972 static int game_wants_statusbar(void)
2973 {
2974 return TRUE;
2975 }
2976
2977 static int game_timing_state(game_state *state)
2978 {
2979 if (state->dead || state->won || !state->layout->mines)
2980 return FALSE;
2981 return TRUE;
2982 }
2983
2984 #ifdef COMBINED
2985 #define thegame mines
2986 #endif
2987
2988 const struct game thegame = {
2989 "Mines", "games.mines",
2990 default_params,
2991 game_fetch_preset,
2992 decode_params,
2993 encode_params,
2994 free_params,
2995 dup_params,
2996 TRUE, game_configure, custom_params,
2997 validate_params,
2998 new_game_desc,
2999 game_free_aux_info,
3000 validate_desc,
3001 new_game,
3002 dup_game,
3003 free_game,
3004 TRUE, solve_game,
3005 TRUE, game_text_format,
3006 new_ui,
3007 free_ui,
3008 make_move,
3009 game_size,
3010 game_colours,
3011 game_new_drawstate,
3012 game_free_drawstate,
3013 game_redraw,
3014 game_anim_length,
3015 game_flash_length,
3016 game_wants_statusbar,
3017 TRUE, game_timing_state,
3018 };