2 * mines.c: Minesweeper clone with sophisticated grid generation.
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.
13 * - question marks (arrgh, preferences?)
15 * - sensible parameter constraints
16 * + 30x16: 191 mines just about works if rather slowly, 192 is
17 * just about doom (the latter corresponding to a density of
19 * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow.
20 * + it might not be feasible to work out the exact limit
34 COL_BACKGROUND
, COL_BACKGROUND2
,
35 COL_1
, COL_2
, COL_3
, COL_4
, COL_5
, COL_6
, COL_7
, COL_8
,
36 COL_MINE
, COL_BANG
, COL_CROSS
, COL_FLAG
, COL_FLAGBASE
, COL_QUERY
,
37 COL_HIGHLIGHT
, COL_LOWLIGHT
,
42 #define BORDER (TILE_SIZE * 3 / 2)
43 #define HIGHLIGHT_WIDTH 2
44 #define OUTER_HIGHLIGHT_WIDTH 3
45 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
46 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
48 #define FLASH_FRAME 0.13F
57 * This structure is shared between all the game_states for a
58 * given instance of the puzzle, so we reference-count it.
63 * If we haven't yet actually generated the mine layout, here's
64 * all the data we will need to do so.
68 midend_data
*me
; /* to give back the new game desc */
72 int w
, h
, n
, dead
, won
;
73 struct mine_layout
*layout
; /* real mine positions */
74 signed char *grid
; /* player knowledge */
76 * Each item in the `grid' array is one of the following values:
78 * - 0 to 8 mean the square is open and has a surrounding mine
81 * - -1 means the square is marked as a mine.
83 * - -2 means the square is unknown.
85 * - -3 means the square is marked with a question mark
86 * (FIXME: do we even want to bother with this?).
88 * - 64 means the square has had a mine revealed when the game
91 * - 65 means the square had a mine revealed and this was the
92 * one the player hits.
94 * - 66 means the square has a crossed-out mine because the
95 * player had incorrectly marked it.
99 static game_params
*default_params(void)
101 game_params
*ret
= snew(game_params
);
110 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
114 static const struct { int w
, h
, n
; } values
[] = {
120 if (i
< 0 || i
>= lenof(values
))
123 ret
= snew(game_params
);
124 ret
->w
= values
[i
].w
;
125 ret
->h
= values
[i
].h
;
126 ret
->n
= values
[i
].n
;
129 sprintf(str
, "%dx%d, %d mines", ret
->w
, ret
->h
, ret
->n
);
136 static void free_params(game_params
*params
)
141 static game_params
*dup_params(game_params
*params
)
143 game_params
*ret
= snew(game_params
);
144 *ret
= *params
; /* structure copy */
148 static void decode_params(game_params
*params
, char const *string
)
150 char const *p
= string
;
153 while (*p
&& isdigit((unsigned char)*p
)) p
++;
157 while (*p
&& isdigit((unsigned char)*p
)) p
++;
159 params
->h
= params
->w
;
164 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
166 params
->n
= params
->w
* params
->h
/ 10;
172 params
->unique
= FALSE
;
174 p
++; /* skip any other gunk */
178 static char *encode_params(game_params
*params
, int full
)
183 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
185 * Mine count is a generation-time parameter, since it can be
186 * deduced from the mine bitmap!
189 len
+= sprintf(ret
+len
, "n%d", params
->n
);
190 if (full
&& !params
->unique
)
192 assert(len
< lenof(ret
));
198 static config_item
*game_configure(game_params
*params
)
203 ret
= snewn(5, config_item
);
205 ret
[0].name
= "Width";
206 ret
[0].type
= C_STRING
;
207 sprintf(buf
, "%d", params
->w
);
208 ret
[0].sval
= dupstr(buf
);
211 ret
[1].name
= "Height";
212 ret
[1].type
= C_STRING
;
213 sprintf(buf
, "%d", params
->h
);
214 ret
[1].sval
= dupstr(buf
);
217 ret
[2].name
= "Mines";
218 ret
[2].type
= C_STRING
;
219 sprintf(buf
, "%d", params
->n
);
220 ret
[2].sval
= dupstr(buf
);
223 ret
[3].name
= "Ensure solubility";
224 ret
[3].type
= C_BOOLEAN
;
226 ret
[3].ival
= params
->unique
;
236 static game_params
*custom_params(config_item
*cfg
)
238 game_params
*ret
= snew(game_params
);
240 ret
->w
= atoi(cfg
[0].sval
);
241 ret
->h
= atoi(cfg
[1].sval
);
242 ret
->n
= atoi(cfg
[2].sval
);
243 if (strchr(cfg
[2].sval
, '%'))
244 ret
->n
= ret
->n
* (ret
->w
* ret
->h
) / 100;
245 ret
->unique
= cfg
[3].ival
;
250 static char *validate_params(game_params
*params
)
252 if (params
->w
<= 0 && params
->h
<= 0)
253 return "Width and height must both be greater than zero";
255 return "Width must be greater than zero";
257 return "Height must be greater than zero";
258 if (params
->n
> params
->w
* params
->h
- 9)
259 return "Too many mines for grid size";
262 * FIXME: Need more constraints here. Not sure what the
263 * sensible limits for Minesweeper actually are. The limits
264 * probably ought to change, however, depending on uniqueness.
270 /* ----------------------------------------------------------------------
271 * Minesweeper solver, used to ensure the generated grids are
272 * solvable without having to take risks.
276 * Count the bits in a word. Only needs to cope with 16 bits.
278 static int bitcount16(int word
)
280 word
= ((word
& 0xAAAA) >> 1) + (word
& 0x5555);
281 word
= ((word
& 0xCCCC) >> 2) + (word
& 0x3333);
282 word
= ((word
& 0xF0F0) >> 4) + (word
& 0x0F0F);
283 word
= ((word
& 0xFF00) >> 8) + (word
& 0x00FF);
289 * We use a tree234 to store a large number of small localised
290 * sets, each with a mine count. We also keep some of those sets
291 * linked together into a to-do list.
294 short x
, y
, mask
, mines
;
296 struct set
*prev
, *next
;
299 static int setcmp(void *av
, void *bv
)
301 struct set
*a
= (struct set
*)av
;
302 struct set
*b
= (struct set
*)bv
;
306 else if (a
->y
> b
->y
)
308 else if (a
->x
< b
->x
)
310 else if (a
->x
> b
->x
)
312 else if (a
->mask
< b
->mask
)
314 else if (a
->mask
> b
->mask
)
322 struct set
*todo_head
, *todo_tail
;
325 static struct setstore
*ss_new(void)
327 struct setstore
*ss
= snew(struct setstore
);
328 ss
->sets
= newtree234(setcmp
);
329 ss
->todo_head
= ss
->todo_tail
= NULL
;
334 * Take two input sets, in the form (x,y,mask). Munge the first by
335 * taking either its intersection with the second or its difference
336 * with the second. Return the new mask part of the first set.
338 static int setmunge(int x1
, int y1
, int mask1
, int x2
, int y2
, int mask2
,
342 * Adjust the second set so that it has the same x,y
343 * coordinates as the first.
345 if (abs(x2
-x1
) >= 3 || abs(y2
-y1
) >= 3) {
349 mask2
&= ~(4|32|256);
359 mask2
&= ~(64|128|256);
371 * Invert the second set if `diff' is set (we're after A &~ B
372 * rather than A & B).
378 * Now all that's left is a logical AND.
380 return mask1
& mask2
;
383 static void ss_add_todo(struct setstore
*ss
, struct set
*s
)
386 return; /* already on it */
388 #ifdef SOLVER_DIAGNOSTICS
389 printf("adding set on todo list: %d,%d %03x %d\n",
390 s
->x
, s
->y
, s
->mask
, s
->mines
);
393 s
->prev
= ss
->todo_tail
;
403 static void ss_add(struct setstore
*ss
, int x
, int y
, int mask
, int mines
)
410 * Normalise so that x and y are genuinely the bounding
413 while (!(mask
& (1|8|64)))
415 while (!(mask
& (1|2|4)))
419 * Create a set structure and add it to the tree.
421 s
= snew(struct set
);
427 if (add234(ss
->sets
, s
) != s
) {
429 * This set already existed! Free it and return.
436 * We've added a new set to the tree, so put it on the todo
442 static void ss_remove(struct setstore
*ss
, struct set
*s
)
444 struct set
*next
= s
->next
, *prev
= s
->prev
;
446 #ifdef SOLVER_DIAGNOSTICS
447 printf("removing set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
450 * Remove s from the todo list.
454 else if (s
== ss
->todo_head
)
455 ss
->todo_head
= next
;
459 else if (s
== ss
->todo_tail
)
460 ss
->todo_tail
= prev
;
465 * Remove s from the tree.
470 * Destroy the actual set structure.
476 * Return a dynamically allocated list of all the sets which
477 * overlap a provided input set.
479 static struct set
**ss_overlap(struct setstore
*ss
, int x
, int y
, int mask
)
481 struct set
**ret
= NULL
;
482 int nret
= 0, retsize
= 0;
485 for (xx
= x
-3; xx
< x
+3; xx
++)
486 for (yy
= y
-3; yy
< y
+3; yy
++) {
491 * Find the first set with these top left coordinates.
497 if (findrelpos234(ss
->sets
, &stmp
, NULL
, REL234_GE
, &pos
)) {
498 while ((s
= index234(ss
->sets
, pos
)) != NULL
&&
499 s
->x
== xx
&& s
->y
== yy
) {
501 * This set potentially overlaps the input one.
502 * Compute the intersection to see if they
503 * really overlap, and add it to the list if
506 if (setmunge(x
, y
, mask
, s
->x
, s
->y
, s
->mask
, FALSE
)) {
508 * There's an overlap.
510 if (nret
>= retsize
) {
512 ret
= sresize(ret
, retsize
, struct set
*);
522 ret
= sresize(ret
, nret
+1, struct set
*);
529 * Get an element from the head of the set todo list.
531 static struct set
*ss_todo(struct setstore
*ss
)
534 struct set
*ret
= ss
->todo_head
;
535 ss
->todo_head
= ret
->next
;
537 ss
->todo_head
->prev
= NULL
;
539 ss
->todo_tail
= NULL
;
540 ret
->next
= ret
->prev
= NULL
;
553 static void std_add(struct squaretodo
*std
, int i
)
556 std
->next
[std
->tail
] = i
;
563 static void known_squares(int w
, int h
, struct squaretodo
*std
,
565 int (*open
)(void *ctx
, int x
, int y
), void *openctx
,
566 int x
, int y
, int mask
, int mine
)
572 for (yy
= 0; yy
< 3; yy
++)
573 for (xx
= 0; xx
< 3; xx
++) {
575 int i
= (y
+ yy
) * w
+ (x
+ xx
);
578 * It's possible that this square is _already_
579 * known, in which case we don't try to add it to
585 grid
[i
] = -1; /* and don't open it! */
587 grid
[i
] = open(openctx
, x
+ xx
, y
+ yy
);
588 assert(grid
[i
] != -1); /* *bang* */
599 * This is data returned from the `perturb' function. It details
600 * which squares have become mines and which have become clear. The
601 * solver is (of course) expected to honourably not use that
602 * knowledge directly, but to efficently adjust its internal data
603 * structures and proceed based on only the information it
606 struct perturbation
{
608 int delta
; /* +1 == become a mine; -1 == cleared */
610 struct perturbations
{
612 struct perturbation
*changes
;
616 * Main solver entry point. You give it a grid of existing
617 * knowledge (-1 for a square known to be a mine, 0-8 for empty
618 * squares with a given number of neighbours, -2 for completely
619 * unknown), plus a function which you can call to open new squares
620 * once you're confident of them. It fills in as much more of the
625 * - -1 means deduction stalled and nothing could be done
626 * - 0 means deduction succeeded fully
627 * - >0 means deduction succeeded but some number of perturbation
628 * steps were required; the exact return value is the number of
631 static int minesolve(int w
, int h
, int n
, signed char *grid
,
632 int (*open
)(void *ctx
, int x
, int y
),
633 struct perturbations
*(*perturb
)(void *ctx
,
635 int x
, int y
, int mask
),
636 void *ctx
, random_state
*rs
)
638 struct setstore
*ss
= ss_new();
640 struct squaretodo astd
, *std
= &astd
;
645 * Set up a linked list of squares with known contents, so that
646 * we can process them one by one.
648 std
->next
= snewn(w
*h
, int);
649 std
->head
= std
->tail
= -1;
652 * Initialise that list with all known squares in the input
655 for (y
= 0; y
< h
; y
++) {
656 for (x
= 0; x
< w
; x
++) {
664 * Main deductive loop.
667 int done_something
= FALSE
;
671 * If there are any known squares on the todo list, process
672 * them and construct a set for each.
674 while (std
->head
!= -1) {
676 #ifdef SOLVER_DIAGNOSTICS
677 printf("known square at %d,%d [%d]\n", i
%w
, i
/w
, grid
[i
]);
679 std
->head
= std
->next
[i
];
687 int dx
, dy
, mines
, bit
, val
;
688 #ifdef SOLVER_DIAGNOSTICS
689 printf("creating set around this square\n");
692 * Empty square. Construct the set of non-known squares
693 * around this one, and determine its mine count.
698 for (dy
= -1; dy
<= +1; dy
++) {
699 for (dx
= -1; dx
<= +1; dx
++) {
700 #ifdef SOLVER_DIAGNOSTICS
701 printf("grid %d,%d = %d\n", x
+dx
, y
+dy
, grid
[i
+dy
*w
+dx
]);
703 if (x
+dx
< 0 || x
+dx
>= w
|| y
+dy
< 0 || y
+dy
>= h
)
704 /* ignore this one */;
705 else if (grid
[i
+dy
*w
+dx
] == -1)
707 else if (grid
[i
+dy
*w
+dx
] == -2)
713 ss_add(ss
, x
-1, y
-1, val
, mines
);
717 * Now, whether the square is empty or full, we must
718 * find any set which contains it and replace it with
719 * one which does not.
722 #ifdef SOLVER_DIAGNOSTICS
723 printf("finding sets containing known square %d,%d\n", x
, y
);
725 list
= ss_overlap(ss
, x
, y
, 1);
727 for (j
= 0; list
[j
]; j
++) {
728 int newmask
, newmines
;
733 * Compute the mask for this set minus the
734 * newly known square.
736 newmask
= setmunge(s
->x
, s
->y
, s
->mask
, x
, y
, 1, TRUE
);
739 * Compute the new mine count.
741 newmines
= s
->mines
- (grid
[i
] == -1);
744 * Insert the new set into the collection,
745 * unless it's been whittled right down to
749 ss_add(ss
, s
->x
, s
->y
, newmask
, newmines
);
752 * Destroy the old one; it is actually obsolete.
761 * Marking a fresh square as known certainly counts as
764 done_something
= TRUE
;
768 * Now pick a set off the to-do list and attempt deductions
771 if ((s
= ss_todo(ss
)) != NULL
) {
773 #ifdef SOLVER_DIAGNOSTICS
774 printf("set to do: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
777 * Firstly, see if this set has a mine count of zero or
778 * of its own cardinality.
780 if (s
->mines
== 0 || s
->mines
== bitcount16(s
->mask
)) {
782 * If so, we can immediately mark all the squares
783 * in the set as known.
785 #ifdef SOLVER_DIAGNOSTICS
788 known_squares(w
, h
, std
, grid
, open
, ctx
,
789 s
->x
, s
->y
, s
->mask
, (s
->mines
!= 0));
792 * Having done that, we need do nothing further
793 * with this set; marking all the squares in it as
794 * known will eventually eliminate it, and will
795 * also permit further deductions about anything
802 * Failing that, we now search through all the sets
803 * which overlap this one.
805 list
= ss_overlap(ss
, s
->x
, s
->y
, s
->mask
);
807 for (j
= 0; list
[j
]; j
++) {
808 struct set
*s2
= list
[j
];
809 int swing
, s2wing
, swc
, s2wc
;
812 * Find the non-overlapping parts s2-s and s-s2,
813 * and their cardinalities.
815 * I'm going to refer to these parts as `wings'
816 * surrounding the central part common to both
817 * sets. The `s wing' is s-s2; the `s2 wing' is
820 swing
= setmunge(s
->x
, s
->y
, s
->mask
, s2
->x
, s2
->y
, s2
->mask
,
822 s2wing
= setmunge(s2
->x
, s2
->y
, s2
->mask
, s
->x
, s
->y
, s
->mask
,
824 swc
= bitcount16(swing
);
825 s2wc
= bitcount16(s2wing
);
828 * If one set has more mines than the other, and
829 * the number of extra mines is equal to the
830 * cardinality of that set's wing, then we can mark
831 * every square in the wing as a known mine, and
832 * every square in the other wing as known clear.
834 if (swc
== s
->mines
- s2
->mines
||
835 s2wc
== s2
->mines
- s
->mines
) {
836 known_squares(w
, h
, std
, grid
, open
, ctx
,
838 (swc
== s
->mines
- s2
->mines
));
839 known_squares(w
, h
, std
, grid
, open
, ctx
,
840 s2
->x
, s2
->y
, s2wing
,
841 (s2wc
== s2
->mines
- s
->mines
));
846 * Failing that, see if one set is a subset of the
847 * other. If so, we can divide up the mine count of
848 * the larger set between the smaller set and its
849 * complement, even if neither smaller set ends up
850 * being immediately clearable.
852 if (swc
== 0 && s2wc
!= 0) {
853 /* s is a subset of s2. */
854 assert(s2
->mines
> s
->mines
);
855 ss_add(ss
, s2
->x
, s2
->y
, s2wing
, s2
->mines
- s
->mines
);
856 } else if (s2wc
== 0 && swc
!= 0) {
857 /* s2 is a subset of s. */
858 assert(s
->mines
> s2
->mines
);
859 ss_add(ss
, s
->x
, s
->y
, swing
, s
->mines
- s2
->mines
);
866 * In this situation we have definitely done
867 * _something_, even if it's only reducing the size of
870 done_something
= TRUE
;
873 * We have nothing left on our todo list, which means
874 * all localised deductions have failed. Our next step
875 * is to resort to global deduction based on the total
876 * mine count. This is computationally expensive
877 * compared to any of the above deductions, which is
878 * why we only ever do it when all else fails, so that
879 * hopefully it won't have to happen too often.
881 * If you pass n<0 into this solver, that informs it
882 * that you do not know the total mine count, so it
883 * won't even attempt these deductions.
886 int minesleft
, squaresleft
;
887 int nsets
, setused
[10], cursor
;
890 * Start by scanning the current grid state to work out
891 * how many unknown squares we still have, and how many
892 * mines are to be placed in them.
896 for (i
= 0; i
< w
*h
; i
++) {
899 else if (grid
[i
] == -2)
903 #ifdef SOLVER_DIAGNOSTICS
904 printf("global deduction time: squaresleft=%d minesleft=%d\n",
905 squaresleft
, minesleft
);
906 for (y
= 0; y
< h
; y
++) {
907 for (x
= 0; x
< w
; x
++) {
923 * If there _are_ no unknown squares, we have actually
926 if (squaresleft
== 0) {
927 assert(minesleft
== 0);
932 * First really simple case: if there are no more mines
933 * left, or if there are exactly as many mines left as
934 * squares to play them in, then it's all easy.
936 if (minesleft
== 0 || minesleft
== squaresleft
) {
937 for (i
= 0; i
< w
*h
; i
++)
939 known_squares(w
, h
, std
, grid
, open
, ctx
,
940 i
% w
, i
/ w
, 1, minesleft
!= 0);
941 continue; /* now go back to main deductive loop */
945 * Failing that, we have to do some _real_ work.
946 * Ideally what we do here is to try every single
947 * combination of the currently available sets, in an
948 * attempt to find a disjoint union (i.e. a set of
949 * squares with a known mine count between them) such
950 * that the remaining unknown squares _not_ contained
951 * in that union either contain no mines or are all
954 * Actually enumerating all 2^n possibilities will get
955 * a bit slow for large n, so I artificially cap this
956 * recursion at n=10 to avoid too much pain.
958 nsets
= count234(ss
->sets
);
959 if (nsets
<= lenof(setused
)) {
961 * Doing this with actual recursive function calls
962 * would get fiddly because a load of local
963 * variables from this function would have to be
964 * passed down through the recursion. So instead
965 * I'm going to use a virtual recursion within this
966 * function. The way this works is:
968 * - we have an array `setused', such that
969 * setused[n] is 0 or 1 depending on whether set
970 * n is currently in the union we are
973 * - we have a value `cursor' which indicates how
974 * much of `setused' we have so far filled in.
975 * It's conceptually the recursion depth.
977 * We begin by setting `cursor' to zero. Then:
979 * - if cursor can advance, we advance it by one.
980 * We set the value in `setused' that it went
981 * past to 1 if that set is disjoint from
982 * anything else currently in `setused', or to 0
985 * - If cursor cannot advance because it has
986 * reached the end of the setused list, then we
987 * have a maximal disjoint union. Check to see
988 * whether its mine count has any useful
989 * properties. If so, mark all the squares not
990 * in the union as known and terminate.
992 * - If cursor has reached the end of setused and
993 * the algorithm _hasn't_ terminated, back
994 * cursor up to the nearest 1, turn it into a 0
995 * and advance cursor just past it.
997 * - If we attempt to back up to the nearest 1 and
998 * there isn't one at all, then we have gone
999 * through all disjoint unions of sets in the
1000 * list and none of them has been helpful, so we
1003 struct set
*sets
[lenof(setused
)];
1004 for (i
= 0; i
< nsets
; i
++)
1005 sets
[i
] = index234(ss
->sets
, i
);
1010 if (cursor
< nsets
) {
1013 /* See if any existing set overlaps this one. */
1014 for (i
= 0; i
< cursor
; i
++)
1016 setmunge(sets
[cursor
]->x
,
1019 sets
[i
]->x
, sets
[i
]->y
, sets
[i
]->mask
,
1027 * We're adding this set to our union,
1028 * so adjust minesleft and squaresleft
1031 minesleft
-= sets
[cursor
]->mines
;
1032 squaresleft
-= bitcount16(sets
[cursor
]->mask
);
1035 setused
[cursor
++] = ok
;
1037 #ifdef SOLVER_DIAGNOSTICS
1038 printf("trying a set combination with %d %d\n",
1039 squaresleft
, minesleft
);
1040 #endif /* SOLVER_DIAGNOSTICS */
1043 * We've reached the end. See if we've got
1044 * anything interesting.
1046 if (squaresleft
> 0 &&
1047 (minesleft
== 0 || minesleft
== squaresleft
)) {
1049 * We have! There is at least one
1050 * square not contained within the set
1051 * union we've just found, and we can
1052 * deduce that either all such squares
1053 * are mines or all are not (depending
1054 * on whether minesleft==0). So now all
1055 * we have to do is actually go through
1056 * the grid, find those squares, and
1059 for (i
= 0; i
< w
*h
; i
++)
1060 if (grid
[i
] == -2) {
1064 for (j
= 0; j
< nsets
; j
++)
1066 setmunge(sets
[j
]->x
, sets
[j
]->y
,
1067 sets
[j
]->mask
, x
, y
, 1,
1073 known_squares(w
, h
, std
, grid
,
1075 x
, y
, 1, minesleft
!= 0);
1078 done_something
= TRUE
;
1079 break; /* return to main deductive loop */
1083 * If we reach here, then this union hasn't
1084 * done us any good, so move on to the
1085 * next. Backtrack cursor to the nearest 1,
1086 * change it to a 0 and continue.
1088 while (cursor
-- >= 0 && !setused
[cursor
]);
1090 assert(setused
[cursor
]);
1093 * We're removing this set from our
1094 * union, so re-increment minesleft and
1097 minesleft
+= sets
[cursor
]->mines
;
1098 squaresleft
+= bitcount16(sets
[cursor
]->mask
);
1100 setused
[cursor
++] = 0;
1103 * We've backtracked all the way to the
1104 * start without finding a single 1,
1105 * which means that our virtual
1106 * recursion is complete and nothing
1121 #ifdef SOLVER_DIAGNOSTICS
1123 * Dump the current known state of the grid.
1125 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs
);
1126 for (y
= 0; y
< h
; y
++) {
1127 for (x
= 0; x
< w
; x
++) {
1128 int v
= grid
[y
*w
+x
];
1144 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1145 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1150 * Now we really are at our wits' end as far as solving
1151 * this grid goes. Our only remaining option is to call
1152 * a perturb function and ask it to modify the grid to
1156 struct perturbations
*ret
;
1162 * Choose a set at random from the current selection,
1163 * and ask the perturb function to either fill or empty
1166 * If we have no sets at all, we must give up.
1168 if (count234(ss
->sets
) == 0)
1170 s
= index234(ss
->sets
, random_upto(rs
, count234(ss
->sets
)));
1171 #ifdef SOLVER_DIAGNOSTICS
1172 printf("perturbing on set %d,%d %03x\n", s
->x
, s
->y
, s
->mask
);
1174 ret
= perturb(ctx
, grid
, s
->x
, s
->y
, s
->mask
);
1177 assert(ret
->n
> 0); /* otherwise should have been NULL */
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
1186 for (i
= 0; i
< ret
->n
; i
++) {
1187 #ifdef SOLVER_DIAGNOSTICS
1188 printf("perturbation %s mine at %d,%d\n",
1189 ret
->changes
[i
].delta
> 0 ?
"added" : "removed",
1190 ret
->changes
[i
].x
, ret
->changes
[i
].y
);
1193 list
= ss_overlap(ss
,
1194 ret
->changes
[i
].x
, ret
->changes
[i
].y
, 1);
1196 for (j
= 0; list
[j
]; j
++) {
1197 list
[j
]->mines
+= ret
->changes
[i
].delta
;
1198 ss_add_todo(ss
, list
[j
]);
1205 * Now free the returned data.
1207 sfree(ret
->changes
);
1210 #ifdef SOLVER_DIAGNOSTICS
1212 * Dump the current known state of the grid.
1214 printf("state after perturbation:\n", nperturbs
);
1215 for (y
= 0; y
< h
; y
++) {
1216 for (x
= 0; x
< w
; x
++) {
1217 int v
= grid
[y
*w
+x
];
1233 for (i
= 0; (s
= index234(ss
->sets
, i
)) != NULL
; i
++)
1234 printf("remaining set: %d,%d %03x %d\n", s
->x
, s
->y
, s
->mask
, s
->mines
);
1239 * And now we can go back round the deductive loop.
1246 * If we get here, even that didn't work (either we didn't
1247 * have a perturb function or it returned failure), so we
1254 * See if we've got any unknown squares left.
1256 for (y
= 0; y
< h
; y
++)
1257 for (x
= 0; x
< w
; x
++)
1258 if (grid
[y
*w
+x
] == -2) {
1259 nperturbs
= -1; /* failed to complete */
1264 * Free the set list and square-todo list.
1268 while ((s
= delpos234(ss
->sets
, 0)) != NULL
)
1270 freetree234(ss
->sets
);
1278 /* ----------------------------------------------------------------------
1279 * Grid generator which uses the above solver.
1289 static int mineopen(void *vctx
, int x
, int y
)
1291 struct minectx
*ctx
= (struct minectx
*)vctx
;
1294 assert(x
>= 0 && x
< ctx
->w
&& y
>= 0 && y
< ctx
->h
);
1295 if (ctx
->grid
[y
* ctx
->w
+ x
])
1296 return -1; /* *bang* */
1299 for (i
= -1; i
<= +1; i
++) {
1300 if (x
+ i
< 0 || x
+ i
>= ctx
->w
)
1302 for (j
= -1; j
<= +1; j
++) {
1303 if (y
+ j
< 0 || y
+ j
>= ctx
->h
)
1305 if (i
== 0 && j
== 0)
1307 if (ctx
->grid
[(y
+j
) * ctx
->w
+ (x
+i
)])
1315 /* Structure used internally to mineperturb(). */
1317 int x
, y
, type
, random
;
1319 static int squarecmp(const void *av
, const void *bv
)
1321 const struct square
*a
= (const struct square
*)av
;
1322 const struct square
*b
= (const struct square
*)bv
;
1323 if (a
->type
< b
->type
)
1325 else if (a
->type
> b
->type
)
1327 else if (a
->random
< b
->random
)
1329 else if (a
->random
> b
->random
)
1331 else if (a
->y
< b
->y
)
1333 else if (a
->y
> b
->y
)
1335 else if (a
->x
< b
->x
)
1337 else if (a
->x
> b
->x
)
1342 static struct perturbations
*mineperturb(void *vctx
, signed char *grid
,
1343 int setx
, int sety
, int mask
)
1345 struct minectx
*ctx
= (struct minectx
*)vctx
;
1346 struct square
*sqlist
;
1347 int x
, y
, dx
, dy
, i
, n
, nfull
, nempty
;
1348 struct square
*tofill
[9], *toempty
[9], **todo
;
1349 int ntofill
, ntoempty
, ntodo
, dtodo
, dset
;
1350 struct perturbations
*ret
;
1353 * Make a list of all the squares in the grid which we can
1354 * possibly use. This list should be in preference order, which
1357 * - first, unknown squares on the boundary of known space
1358 * - next, unknown squares beyond that boundary
1359 * - as a very last resort, known squares, but not within one
1360 * square of the starting position.
1362 * Each of these sections needs to be shuffled independently.
1363 * We do this by preparing list of all squares and then sorting
1364 * it with a random secondary key.
1366 sqlist
= snewn(ctx
->w
* ctx
->h
, struct square
);
1368 for (y
= 0; y
< ctx
->h
; y
++)
1369 for (x
= 0; x
< ctx
->w
; x
++) {
1371 * If this square is too near the starting position,
1372 * don't put it on the list at all.
1374 if (abs(y
- ctx
->sy
) <= 1 && abs(x
- ctx
->sx
) <= 1)
1378 * If this square is in the input set, also don't put
1381 if (x
>= setx
&& x
< setx
+ 3 &&
1382 y
>= sety
&& y
< sety
+ 3 &&
1383 mask
& (1 << ((y
-sety
)*3+(x
-setx
))))
1389 if (grid
[y
*ctx
->w
+x
] != -2) {
1390 sqlist
[n
].type
= 3; /* known square */
1393 * Unknown square. Examine everything around it and
1394 * see if it borders on any known squares. If it
1395 * does, it's class 1, otherwise it's 2.
1400 for (dy
= -1; dy
<= +1; dy
++)
1401 for (dx
= -1; dx
<= +1; dx
++)
1402 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1403 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1404 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1411 * Finally, a random number to cause qsort to
1412 * shuffle within each group.
1414 sqlist
[n
].random
= random_bits(ctx
->rs
, 31);
1419 qsort(sqlist
, n
, sizeof(struct square
), squarecmp
);
1422 * Now count up the number of full and empty squares in the set
1423 * we've been provided.
1426 for (dy
= 0; dy
< 3; dy
++)
1427 for (dx
= 0; dx
< 3; dx
++)
1428 if (mask
& (1 << (dy
*3+dx
))) {
1429 assert(setx
+dx
<= ctx
->w
);
1430 assert(sety
+dy
<= ctx
->h
);
1431 if (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)])
1438 * Now go through our sorted list until we find either `nfull'
1439 * empty squares, or `nempty' full squares; these will be
1440 * swapped with the appropriate squares in the set to either
1441 * fill or empty the set while keeping the same number of mines
1444 ntofill
= ntoempty
= 0;
1445 for (i
= 0; i
< n
; i
++) {
1446 struct square
*sq
= &sqlist
[i
];
1447 if (ctx
->grid
[sq
->y
* ctx
->w
+ sq
->x
])
1448 toempty
[ntoempty
++] = sq
;
1450 tofill
[ntofill
++] = sq
;
1451 if (ntofill
== nfull
|| ntoempty
== nempty
)
1456 * If this didn't work at all, I think we just give up.
1458 if (ntofill
!= nfull
&& ntoempty
!= nempty
) {
1464 * Now we're pretty much there. We need to either
1465 * (a) put a mine in each of the empty squares in the set, and
1466 * take one out of each square in `toempty'
1467 * (b) take a mine out of each of the full squares in the set,
1468 * and put one in each square in `tofill'
1469 * depending on which one we've found enough squares to do.
1471 * So we start by constructing our list of changes to return to
1472 * the solver, so that it can update its data structures
1473 * efficiently rather than having to rescan the whole grid.
1475 ret
= snew(struct perturbations
);
1476 if (ntofill
== nfull
) {
1488 ret
->changes
= snewn(ret
->n
, struct perturbation
);
1489 for (i
= 0; i
< ntodo
; i
++) {
1490 ret
->changes
[i
].x
= todo
[i
]->x
;
1491 ret
->changes
[i
].y
= todo
[i
]->y
;
1492 ret
->changes
[i
].delta
= dtodo
;
1494 /* now i == ntodo */
1495 for (dy
= 0; dy
< 3; dy
++)
1496 for (dx
= 0; dx
< 3; dx
++)
1497 if (mask
& (1 << (dy
*3+dx
))) {
1498 int currval
= (ctx
->grid
[(sety
+dy
)*ctx
->w
+(setx
+dx
)] ?
+1 : -1);
1499 if (dset
== -currval
) {
1500 ret
->changes
[i
].x
= setx
+ dx
;
1501 ret
->changes
[i
].y
= sety
+ dy
;
1502 ret
->changes
[i
].delta
= dset
;
1506 assert(i
== ret
->n
);
1511 * Having set up the precise list of changes we're going to
1512 * make, we now simply make them and return.
1514 for (i
= 0; i
< ret
->n
; i
++) {
1517 x
= ret
->changes
[i
].x
;
1518 y
= ret
->changes
[i
].y
;
1519 delta
= ret
->changes
[i
].delta
;
1522 * Check we're not trying to add an existing mine or remove
1525 assert((delta
< 0) ^ (ctx
->grid
[y
*ctx
->w
+x
] == 0));
1528 * Actually make the change.
1530 ctx
->grid
[y
*ctx
->w
+x
] = (delta
> 0);
1533 * Update any numbers already present in the grid.
1535 for (dy
= -1; dy
<= +1; dy
++)
1536 for (dx
= -1; dx
<= +1; dx
++)
1537 if (x
+dx
>= 0 && x
+dx
< ctx
->w
&&
1538 y
+dy
>= 0 && y
+dy
< ctx
->h
&&
1539 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] != -2) {
1540 if (dx
== 0 && dy
== 0) {
1542 * The square itself is marked as known in
1543 * the grid. Mark it as a mine if it's a
1544 * mine, or else work out its number.
1547 grid
[y
*ctx
->w
+x
] = -1;
1549 int dx2
, dy2
, minecount
= 0;
1550 for (dy2
= -1; dy2
<= +1; dy2
++)
1551 for (dx2
= -1; dx2
<= +1; dx2
++)
1552 if (x
+dx2
>= 0 && x
+dx2
< ctx
->w
&&
1553 y
+dy2
>= 0 && y
+dy2
< ctx
->h
&&
1554 ctx
->grid
[(y
+dy2
)*ctx
->w
+(x
+dx2
)])
1556 grid
[y
*ctx
->w
+x
] = minecount
;
1559 if (grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] >= 0)
1560 grid
[(y
+dy
)*ctx
->w
+(x
+dx
)] += delta
;
1565 #ifdef GENERATION_DIAGNOSTICS
1568 printf("grid after perturbing:\n");
1569 for (yy
= 0; yy
< ctx
->h
; yy
++) {
1570 for (xx
= 0; xx
< ctx
->w
; xx
++) {
1571 int v
= ctx
->grid
[yy
*ctx
->w
+xx
];
1572 if (yy
== ctx
->sy
&& xx
== ctx
->sx
) {
1590 static char *minegen(int w
, int h
, int n
, int x
, int y
, int unique
,
1593 char *ret
= snewn(w
*h
, char);
1599 memset(ret
, 0, w
*h
);
1602 * Start by placing n mines, none of which is at x,y or within
1606 int *tmp
= snewn(w
*h
, int);
1610 * Write down the list of possible mine locations.
1613 for (i
= 0; i
< h
; i
++)
1614 for (j
= 0; j
< w
; j
++)
1615 if (abs(i
- y
) > 1 || abs(j
- x
) > 1)
1619 * Now pick n off the list at random.
1623 i
= random_upto(rs
, k
);
1631 #ifdef GENERATION_DIAGNOSTICS
1634 printf("grid after initial generation:\n");
1635 for (yy
= 0; yy
< h
; yy
++) {
1636 for (xx
= 0; xx
< w
; xx
++) {
1637 int v
= ret
[yy
*w
+xx
];
1638 if (yy
== y
&& xx
== x
) {
1654 * Now set up a results grid to run the solver in, and a
1655 * context for the solver to open squares. Then run the solver
1656 * repeatedly; if the number of perturb steps ever goes up or
1657 * it ever returns -1, give up completely.
1659 * We bypass this bit if we're not after a unique grid.
1662 signed char *solvegrid
= snewn(w
*h
, char);
1663 struct minectx actx
, *ctx
= &actx
;
1664 int solveret
, prevret
= -2;
1674 memset(solvegrid
, -2, w
*h
);
1675 solvegrid
[y
*w
+x
] = mineopen(ctx
, x
, y
);
1676 assert(solvegrid
[y
*w
+x
] == 0); /* by deliberate arrangement */
1679 minesolve(w
, h
, n
, solvegrid
, mineopen
, mineperturb
, ctx
, rs
);
1680 if (solveret
< 0 || (prevret
>= 0 && solveret
>= prevret
)) {
1683 } else if (solveret
== 0) {
1700 * The Mines game descriptions contain the location of every mine,
1701 * and can therefore be used to cheat.
1703 * It would be pointless to attempt to _prevent_ this form of
1704 * cheating by encrypting the description, since Mines is
1705 * open-source so anyone can find out the encryption key. However,
1706 * I think it is worth doing a bit of gentle obfuscation to prevent
1707 * _accidental_ spoilers: if you happened to note that the game ID
1708 * starts with an F, for example, you might be unable to put the
1709 * knowledge of those mines out of your mind while playing. So,
1710 * just as discussions of film endings are rot13ed to avoid
1711 * spoiling it for people who don't want to be told, we apply a
1712 * keyless, reversible, but visually completely obfuscatory masking
1713 * function to the mine bitmap.
1715 static void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
)
1717 int bytes
, firsthalf
, secondhalf
;
1719 unsigned char *seedstart
;
1721 unsigned char *targetstart
;
1727 * My obfuscation algorithm is similar in concept to the OAEP
1728 * encoding used in some forms of RSA. Here's a specification
1731 * + We have a `masking function' which constructs a stream of
1732 * pseudorandom bytes from a seed of some number of input
1735 * + We pad out our input bit stream to a whole number of
1736 * bytes by adding up to 7 zero bits on the end. (In fact
1737 * the bitmap passed as input to this function will already
1738 * have had this done in practice.)
1740 * + We divide the _byte_ stream exactly in half, rounding the
1741 * half-way position _down_. So an 81-bit input string, for
1742 * example, rounds up to 88 bits or 11 bytes, and then
1743 * dividing by two gives 5 bytes in the first half and 6 in
1746 * + We generate a mask from the second half of the bytes, and
1747 * XOR it over the first half.
1749 * + We generate a mask from the (encoded) first half of the
1750 * bytes, and XOR it over the second half. Any null bits at
1751 * the end which were added as padding are cleared back to
1752 * zero even if this operation would have made them nonzero.
1754 * To de-obfuscate, the steps are precisely the same except
1755 * that the final two are reversed.
1757 * Finally, our masking function. Given an input seed string of
1758 * bytes, the output mask consists of concatenating the SHA-1
1759 * hashes of the seed string and successive decimal integers,
1763 bytes
= (bits
+ 7) / 8;
1764 firsthalf
= bytes
/ 2;
1765 secondhalf
= bytes
- firsthalf
;
1767 steps
[decode ?
1 : 0].seedstart
= bmp
+ firsthalf
;
1768 steps
[decode ?
1 : 0].seedlen
= secondhalf
;
1769 steps
[decode ?
1 : 0].targetstart
= bmp
;
1770 steps
[decode ?
1 : 0].targetlen
= firsthalf
;
1772 steps
[decode ?
0 : 1].seedstart
= bmp
;
1773 steps
[decode ?
0 : 1].seedlen
= firsthalf
;
1774 steps
[decode ?
0 : 1].targetstart
= bmp
+ firsthalf
;
1775 steps
[decode ?
0 : 1].targetlen
= secondhalf
;
1777 for (i
= 0; i
< 2; i
++) {
1778 SHA_State base
, final
;
1779 unsigned char digest
[20];
1781 int digestpos
= 20, counter
= 0;
1784 SHA_Bytes(&base
, steps
[i
].seedstart
, steps
[i
].seedlen
);
1786 for (j
= 0; j
< steps
[i
].targetlen
; j
++) {
1787 if (digestpos
>= 20) {
1788 sprintf(numberbuf
, "%d", counter
++);
1790 SHA_Bytes(&final
, numberbuf
, strlen(numberbuf
));
1791 SHA_Final(&final
, digest
);
1794 steps
[i
].targetstart
[j
] ^= digest
[digestpos
]++;
1798 * Mask off the pad bits in the final byte after both steps.
1801 bmp
[bits
/ 8] &= 0xFF & (0xFF00 >> (bits
% 8));
1805 static char *new_mine_layout(int w
, int h
, int n
, int x
, int y
, int unique
,
1806 random_state
*rs
, char **game_desc
)
1808 signed char *grid
, *ret
, *p
;
1812 grid
= minegen(w
, h
, n
, x
, y
, unique
, rs
);
1816 * Set up the mine bitmap and obfuscate it.
1819 bmp
= snewn((area
+ 7) / 8, unsigned char);
1820 memset(bmp
, 0, (area
+ 7) / 8);
1821 for (i
= 0; i
< area
; i
++) {
1823 bmp
[i
/ 8] |= 0x80 >> (i
% 8);
1825 obfuscate_bitmap(bmp
, area
, FALSE
);
1828 * Now encode the resulting bitmap in hex. We can work to
1829 * nibble rather than byte granularity, since the obfuscation
1830 * function guarantees to return a bit string of the same
1831 * length as its input.
1833 ret
= snewn((area
+3)/4 + 100, char);
1834 p
= ret
+ sprintf(ret
, "%d,%d,m", x
, y
); /* 'm' == masked */
1835 for (i
= 0; i
< (area
+3)/4; i
++) {
1839 *p
++ = "0123456789abcdef"[v
& 0xF];
1851 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1852 game_aux_info
**aux
, int interactive
)
1856 * For batch-generated grids, pre-open one square.
1858 int x
= random_upto(rs
, params
->w
);
1859 int y
= random_upto(rs
, params
->h
);
1863 grid
= new_mine_layout(params
->w
, params
->h
, params
->n
,
1864 x
, y
, params
->unique
, rs
, &desc
);
1868 char *rsdesc
, *desc
;
1870 rsdesc
= random_state_encode(rs
);
1871 desc
= snewn(strlen(rsdesc
) + 100, char);
1872 sprintf(desc
, "r%d,%c,%s", params
->n
, params
->unique ?
'u' : 'a', rsdesc
);
1878 static void game_free_aux_info(game_aux_info
*aux
)
1880 assert(!"Shouldn't happen");
1883 static char *validate_desc(game_params
*params
, char *desc
)
1885 int wh
= params
->w
* params
->h
;
1889 if (!*desc
|| !isdigit((unsigned char)*desc
))
1890 return "No initial mine count in game description";
1891 while (*desc
&& isdigit((unsigned char)*desc
))
1892 desc
++; /* skip over mine count */
1894 return "No ',' after initial x-coordinate in game description";
1896 if (*desc
!= 'u' && *desc
!= 'a')
1897 return "No uniqueness specifier in game description";
1900 return "No ',' after uniqueness specifier in game description";
1901 /* now ignore the rest */
1903 if (!*desc
|| !isdigit((unsigned char)*desc
))
1904 return "No initial x-coordinate in game description";
1906 if (x
< 0 || x
>= params
->w
)
1907 return "Initial x-coordinate was out of range";
1908 while (*desc
&& isdigit((unsigned char)*desc
))
1909 desc
++; /* skip over x coordinate */
1911 return "No ',' after initial x-coordinate in game description";
1912 desc
++; /* eat comma */
1913 if (!*desc
|| !isdigit((unsigned char)*desc
))
1914 return "No initial y-coordinate in game description";
1916 if (y
< 0 || y
>= params
->h
)
1917 return "Initial y-coordinate was out of range";
1918 while (*desc
&& isdigit((unsigned char)*desc
))
1919 desc
++; /* skip over y coordinate */
1921 return "No ',' after initial y-coordinate in game description";
1922 desc
++; /* eat comma */
1923 /* eat `m', meaning `masked', if present */
1926 /* now just check length of remainder */
1927 if (strlen(desc
) != (wh
+3)/4)
1928 return "Game description is wrong length";
1934 static int open_square(game_state
*state
, int x
, int y
)
1936 int w
= state
->w
, h
= state
->h
;
1937 int xx
, yy
, nmines
, ncovered
;
1939 if (!state
->layout
->mines
) {
1941 * We have a preliminary game in which the mine layout
1942 * hasn't been generated yet. Generate it based on the
1943 * initial click location.
1946 state
->layout
->mines
= new_mine_layout(w
, h
, state
->layout
->n
,
1947 x
, y
, state
->layout
->unique
,
1950 midend_supersede_game_desc(state
->layout
->me
, desc
);
1952 random_free(state
->layout
->rs
);
1953 state
->layout
->rs
= NULL
;
1956 if (state
->layout
->mines
[y
*w
+x
]) {
1958 * The player has landed on a mine. Bad luck. Expose all
1962 for (yy
= 0; yy
< h
; yy
++)
1963 for (xx
= 0; xx
< w
; xx
++) {
1964 if (state
->layout
->mines
[yy
*w
+xx
] &&
1965 (state
->grid
[yy
*w
+xx
] == -2 ||
1966 state
->grid
[yy
*w
+xx
] == -3)) {
1967 state
->grid
[yy
*w
+xx
] = 64;
1969 if (!state
->layout
->mines
[yy
*w
+xx
] &&
1970 state
->grid
[yy
*w
+xx
] == -1) {
1971 state
->grid
[yy
*w
+xx
] = 66;
1974 state
->grid
[y
*w
+x
] = 65;
1979 * Otherwise, the player has opened a safe square. Mark it to-do.
1981 state
->grid
[y
*w
+x
] = -10; /* `todo' value internal to this func */
1984 * Now go through the grid finding all `todo' values and
1985 * opening them. Every time one of them turns out to have no
1986 * neighbouring mines, we add all its unopened neighbours to
1989 * FIXME: We really ought to be able to do this better than
1990 * using repeated N^2 scans of the grid.
1993 int done_something
= FALSE
;
1995 for (yy
= 0; yy
< h
; yy
++)
1996 for (xx
= 0; xx
< w
; xx
++)
1997 if (state
->grid
[yy
*w
+xx
] == -10) {
2000 assert(!state
->layout
->mines
[yy
*w
+xx
]);
2004 for (dx
= -1; dx
<= +1; dx
++)
2005 for (dy
= -1; dy
<= +1; dy
++)
2006 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2007 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2008 state
->layout
->mines
[(yy
+dy
)*w
+(xx
+dx
)])
2011 state
->grid
[yy
*w
+xx
] = v
;
2014 for (dx
= -1; dx
<= +1; dx
++)
2015 for (dy
= -1; dy
<= +1; dy
++)
2016 if (xx
+dx
>= 0 && xx
+dx
< state
->w
&&
2017 yy
+dy
>= 0 && yy
+dy
< state
->h
&&
2018 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] == -2)
2019 state
->grid
[(yy
+dy
)*w
+(xx
+dx
)] = -10;
2022 done_something
= TRUE
;
2025 if (!done_something
)
2030 * Finally, scan the grid and see if exactly as many squares
2031 * are still covered as there are mines. If so, set the `won'
2032 * flag and fill in mine markers on all covered squares.
2034 nmines
= ncovered
= 0;
2035 for (yy
= 0; yy
< h
; yy
++)
2036 for (xx
= 0; xx
< w
; xx
++) {
2037 if (state
->grid
[yy
*w
+xx
] < 0)
2039 if (state
->layout
->mines
[yy
*w
+xx
])
2042 assert(ncovered
>= nmines
);
2043 if (ncovered
== nmines
) {
2044 for (yy
= 0; yy
< h
; yy
++)
2045 for (xx
= 0; xx
< w
; xx
++) {
2046 if (state
->grid
[yy
*w
+xx
] < 0)
2047 state
->grid
[yy
*w
+xx
] = -1;
2055 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
2057 game_state
*state
= snew(game_state
);
2058 int i
, wh
, x
, y
, ret
, masked
;
2061 state
->w
= params
->w
;
2062 state
->h
= params
->h
;
2063 state
->n
= params
->n
;
2064 state
->dead
= state
->won
= FALSE
;
2066 wh
= state
->w
* state
->h
;
2068 state
->layout
= snew(struct mine_layout
);
2069 state
->layout
->refcount
= 1;
2071 state
->grid
= snewn(wh
, char);
2072 memset(state
->grid
, -2, wh
);
2076 state
->layout
->n
= atoi(desc
);
2077 while (*desc
&& isdigit((unsigned char)*desc
))
2078 desc
++; /* skip over mine count */
2079 if (*desc
) desc
++; /* eat comma */
2081 state
->layout
->unique
= FALSE
;
2083 state
->layout
->unique
= TRUE
;
2085 if (*desc
) desc
++; /* eat comma */
2087 state
->layout
->mines
= NULL
;
2088 state
->layout
->rs
= random_state_decode(desc
);
2089 state
->layout
->me
= me
;
2092 state
->layout
->rs
= NULL
;
2093 state
->layout
->me
= NULL
;
2095 state
->layout
->mines
= snewn(wh
, char);
2097 while (*desc
&& isdigit((unsigned char)*desc
))
2098 desc
++; /* skip over x coordinate */
2099 if (*desc
) desc
++; /* eat comma */
2101 while (*desc
&& isdigit((unsigned char)*desc
))
2102 desc
++; /* skip over y coordinate */
2103 if (*desc
) desc
++; /* eat comma */
2110 * We permit game IDs to be entered by hand without the
2111 * masking transformation.
2116 bmp
= snewn((wh
+ 7) / 8, unsigned char);
2117 memset(bmp
, 0, (wh
+ 7) / 8);
2118 for (i
= 0; i
< (wh
+3)/4; i
++) {
2122 assert(c
!= 0); /* validate_desc should have caught */
2123 if (c
>= '0' && c
<= '9')
2125 else if (c
>= 'a' && c
<= 'f')
2127 else if (c
>= 'A' && c
<= 'F')
2132 bmp
[i
/ 2] |= v
<< (4 * (1 - (i
% 2)));
2136 obfuscate_bitmap(bmp
, wh
, TRUE
);
2138 memset(state
->layout
->mines
, 0, wh
);
2139 for (i
= 0; i
< wh
; i
++) {
2140 if (bmp
[i
/ 8] & (0x80 >> (i
% 8)))
2141 state
->layout
->mines
[i
] = 1;
2144 ret
= open_square(state
, x
, y
);
2150 static game_state
*dup_game(game_state
*state
)
2152 game_state
*ret
= snew(game_state
);
2157 ret
->dead
= state
->dead
;
2158 ret
->won
= state
->won
;
2159 ret
->layout
= state
->layout
;
2160 ret
->layout
->refcount
++;
2161 ret
->grid
= snewn(ret
->w
* ret
->h
, char);
2162 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
2167 static void free_game(game_state
*state
)
2169 if (--state
->layout
->refcount
<= 0) {
2170 sfree(state
->layout
->mines
);
2171 if (state
->layout
->rs
)
2172 random_free(state
->layout
->rs
);
2173 sfree(state
->layout
);
2179 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
2185 static char *game_text_format(game_state
*state
)
2190 ret
= snewn((state
->w
+ 1) * state
->h
+ 1, char);
2191 for (y
= 0; y
< state
->h
; y
++) {
2192 for (x
= 0; x
< state
->w
; x
++) {
2193 int v
= state
->grid
[y
*state
->w
+x
];
2196 else if (v
>= 1 && v
<= 8)
2200 else if (v
== -2 || v
== -3)
2204 ret
[y
* (state
->w
+1) + x
] = v
;
2206 ret
[y
* (state
->w
+1) + state
->w
] = '\n';
2208 ret
[(state
->w
+ 1) * state
->h
] = '\0';
2214 int hx
, hy
, hradius
; /* for mouse-down highlights */
2218 static game_ui
*new_ui(game_state
*state
)
2220 game_ui
*ui
= snew(game_ui
);
2221 ui
->hx
= ui
->hy
= -1;
2223 ui
->flash_is_death
= FALSE
; /* *shrug* */
2227 static void free_ui(game_ui
*ui
)
2232 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2233 int x
, int y
, int button
)
2238 if (from
->dead
|| from
->won
)
2239 return NULL
; /* no further moves permitted */
2241 if (!IS_MOUSE_DOWN(button
) && !IS_MOUSE_DRAG(button
) &&
2242 !IS_MOUSE_RELEASE(button
))
2247 if (cx
< 0 || cx
>= from
->w
|| cy
< 0 || cy
> from
->h
)
2250 if (button
== LEFT_BUTTON
|| button
== LEFT_DRAG
) {
2252 * Mouse-downs and mouse-drags just cause highlighting
2257 ui
->hradius
= (from
->grid
[cy
*from
->w
+cx
] >= 0 ?
1 : 0);
2261 if (button
== RIGHT_BUTTON
) {
2263 * Right-clicking only works on a covered square, and it
2264 * toggles between -1 (marked as mine) and -2 (not marked
2267 * FIXME: question marks.
2269 if (from
->grid
[cy
* from
->w
+ cx
] != -2 &&
2270 from
->grid
[cy
* from
->w
+ cx
] != -1)
2273 ret
= dup_game(from
);
2274 ret
->grid
[cy
* from
->w
+ cx
] ^= (-2 ^ -1);
2279 if (button
== LEFT_RELEASE
) {
2280 ui
->hx
= ui
->hy
= -1;
2284 * At this stage we must never return NULL: we have adjusted
2285 * the ui, so at worst we return `from'.
2289 * Left-clicking on a covered square opens a tile. Not
2290 * permitted if the tile is marked as a mine, for safety.
2291 * (Unmark it and _then_ open it.)
2293 if (from
->grid
[cy
* from
->w
+ cx
] == -2 ||
2294 from
->grid
[cy
* from
->w
+ cx
] == -3) {
2295 ret
= dup_game(from
);
2296 open_square(ret
, cx
, cy
);
2301 * Left-clicking on an uncovered tile: first we check to see if
2302 * the number of mine markers surrounding the tile is equal to
2303 * its mine count, and if so then we open all other surrounding
2306 if (from
->grid
[cy
* from
->w
+ cx
] > 0) {
2309 /* Count mine markers. */
2311 for (dy
= -1; dy
<= +1; dy
++)
2312 for (dx
= -1; dx
<= +1; dx
++)
2313 if (cx
+dx
>= 0 && cx
+dx
< from
->w
&&
2314 cy
+dy
>= 0 && cy
+dy
< from
->h
) {
2315 if (from
->grid
[(cy
+dy
)*from
->w
+(cx
+dx
)] == -1)
2319 if (n
== from
->grid
[cy
* from
->w
+ cx
]) {
2320 ret
= dup_game(from
);
2321 for (dy
= -1; dy
<= +1; dy
++)
2322 for (dx
= -1; dx
<= +1; dx
++)
2323 if (cx
+dx
>= 0 && cx
+dx
< ret
->w
&&
2324 cy
+dy
>= 0 && cy
+dy
< ret
->h
&&
2325 (ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -2 ||
2326 ret
->grid
[(cy
+dy
)*ret
->w
+(cx
+dx
)] == -3))
2327 open_square(ret
, cx
+dx
, cy
+dy
);
2338 /* ----------------------------------------------------------------------
2342 struct game_drawstate
{
2346 * Items in this `grid' array have all the same values as in
2347 * the game_state grid, and in addition:
2349 * - -10 means the tile was drawn `specially' as a result of a
2350 * flash, so it will always need redrawing.
2352 * - -22 and -23 mean the tile is highlighted for a possible
2357 static void game_size(game_params
*params
, int *x
, int *y
)
2359 *x
= BORDER
* 2 + TILE_SIZE
* params
->w
;
2360 *y
= BORDER
* 2 + TILE_SIZE
* params
->h
;
2363 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2365 float *ret
= snewn(3 * NCOLOURS
, float);
2367 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2369 ret
[COL_BACKGROUND2
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 19.0 / 20.0;
2370 ret
[COL_BACKGROUND2
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 19.0 / 20.0;
2371 ret
[COL_BACKGROUND2
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 19.0 / 20.0;
2373 ret
[COL_1
* 3 + 0] = 0.0F
;
2374 ret
[COL_1
* 3 + 1] = 0.0F
;
2375 ret
[COL_1
* 3 + 2] = 1.0F
;
2377 ret
[COL_2
* 3 + 0] = 0.0F
;
2378 ret
[COL_2
* 3 + 1] = 0.5F
;
2379 ret
[COL_2
* 3 + 2] = 0.0F
;
2381 ret
[COL_3
* 3 + 0] = 1.0F
;
2382 ret
[COL_3
* 3 + 1] = 0.0F
;
2383 ret
[COL_3
* 3 + 2] = 0.0F
;
2385 ret
[COL_4
* 3 + 0] = 0.0F
;
2386 ret
[COL_4
* 3 + 1] = 0.0F
;
2387 ret
[COL_4
* 3 + 2] = 0.5F
;
2389 ret
[COL_5
* 3 + 0] = 0.5F
;
2390 ret
[COL_5
* 3 + 1] = 0.0F
;
2391 ret
[COL_5
* 3 + 2] = 0.0F
;
2393 ret
[COL_6
* 3 + 0] = 0.0F
;
2394 ret
[COL_6
* 3 + 1] = 0.5F
;
2395 ret
[COL_6
* 3 + 2] = 0.5F
;
2397 ret
[COL_7
* 3 + 0] = 0.0F
;
2398 ret
[COL_7
* 3 + 1] = 0.0F
;
2399 ret
[COL_7
* 3 + 2] = 0.0F
;
2401 ret
[COL_8
* 3 + 0] = 0.5F
;
2402 ret
[COL_8
* 3 + 1] = 0.5F
;
2403 ret
[COL_8
* 3 + 2] = 0.5F
;
2405 ret
[COL_MINE
* 3 + 0] = 0.0F
;
2406 ret
[COL_MINE
* 3 + 1] = 0.0F
;
2407 ret
[COL_MINE
* 3 + 2] = 0.0F
;
2409 ret
[COL_BANG
* 3 + 0] = 1.0F
;
2410 ret
[COL_BANG
* 3 + 1] = 0.0F
;
2411 ret
[COL_BANG
* 3 + 2] = 0.0F
;
2413 ret
[COL_CROSS
* 3 + 0] = 1.0F
;
2414 ret
[COL_CROSS
* 3 + 1] = 0.0F
;
2415 ret
[COL_CROSS
* 3 + 2] = 0.0F
;
2417 ret
[COL_FLAG
* 3 + 0] = 1.0F
;
2418 ret
[COL_FLAG
* 3 + 1] = 0.0F
;
2419 ret
[COL_FLAG
* 3 + 2] = 0.0F
;
2421 ret
[COL_FLAGBASE
* 3 + 0] = 0.0F
;
2422 ret
[COL_FLAGBASE
* 3 + 1] = 0.0F
;
2423 ret
[COL_FLAGBASE
* 3 + 2] = 0.0F
;
2425 ret
[COL_QUERY
* 3 + 0] = 0.0F
;
2426 ret
[COL_QUERY
* 3 + 1] = 0.0F
;
2427 ret
[COL_QUERY
* 3 + 2] = 0.0F
;
2429 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
2430 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
2431 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
2433 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
2434 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
2435 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
2437 *ncolours
= NCOLOURS
;
2441 static game_drawstate
*game_new_drawstate(game_state
*state
)
2443 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2447 ds
->started
= FALSE
;
2448 ds
->grid
= snewn(ds
->w
* ds
->h
, char);
2450 memset(ds
->grid
, -99, ds
->w
* ds
->h
);
2455 static void game_free_drawstate(game_drawstate
*ds
)
2461 static void draw_tile(frontend
*fe
, int x
, int y
, int v
, int bg
)
2467 if (v
== -22 || v
== -23) {
2471 * Omit the highlights in this case.
2473 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2474 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
);
2475 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2476 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2479 * Draw highlights to indicate the square is covered.
2481 coords
[0] = x
+ TILE_SIZE
- 1;
2482 coords
[1] = y
+ TILE_SIZE
- 1;
2483 coords
[2] = x
+ TILE_SIZE
- 1;
2486 coords
[5] = y
+ TILE_SIZE
- 1;
2487 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
^ hl
);
2488 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
^ hl
);
2492 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
^ hl
);
2493 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
^ hl
);
2495 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
2496 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
2504 #define SETCOORD(n, dx, dy) do { \
2505 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2506 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2508 SETCOORD(0, 0.6, 0.35);
2509 SETCOORD(1, 0.6, 0.7);
2510 SETCOORD(2, 0.8, 0.8);
2511 SETCOORD(3, 0.25, 0.8);
2512 SETCOORD(4, 0.55, 0.7);
2513 SETCOORD(5, 0.55, 0.35);
2514 draw_polygon(fe
, coords
, 6, TRUE
, COL_FLAGBASE
);
2515 draw_polygon(fe
, coords
, 6, FALSE
, COL_FLAGBASE
);
2517 SETCOORD(0, 0.6, 0.2);
2518 SETCOORD(1, 0.6, 0.5);
2519 SETCOORD(2, 0.2, 0.35);
2520 draw_polygon(fe
, coords
, 3, TRUE
, COL_FLAG
);
2521 draw_polygon(fe
, coords
, 3, FALSE
, COL_FLAG
);
2524 } else if (v
== -3) {
2526 * Draw a question mark.
2528 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2529 FONT_VARIABLE
, TILE_SIZE
* 6 / 8,
2530 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2535 * Clear the square to the background colour, and draw thin
2536 * grid lines along the top and left.
2538 * Exception is that for value 65 (mine we've just trodden
2539 * on), we clear the square to COL_BANG.
2541 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
2542 (v
== 65 ? COL_BANG
:
2543 bg
== COL_BACKGROUND ? COL_BACKGROUND2
: bg
));
2544 draw_line(fe
, x
, y
, x
+ TILE_SIZE
- 1, y
, COL_LOWLIGHT
);
2545 draw_line(fe
, x
, y
, x
, y
+ TILE_SIZE
- 1, COL_LOWLIGHT
);
2547 if (v
> 0 && v
<= 8) {
2554 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2555 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2556 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2557 (COL_1
- 1) + v
, str
);
2559 } else if (v
>= 64) {
2563 * FIXME: this could be done better!
2566 draw_text(fe
, x
+ TILE_SIZE
/ 2, y
+ TILE_SIZE
/ 2,
2567 FONT_VARIABLE
, TILE_SIZE
* 7 / 8,
2568 ALIGN_VCENTRE
| ALIGN_HCENTRE
,
2572 int cx
= x
+ TILE_SIZE
/ 2;
2573 int cy
= y
+ TILE_SIZE
/ 2;
2574 int r
= TILE_SIZE
/ 2 - 3;
2576 int xdx
= 1, xdy
= 0, ydx
= 0, ydy
= 1;
2579 for (i
= 0; i
< 4*5*2; i
+= 5*2) {
2580 coords
[i
+2*0+0] = cx
- r
/6*xdx
+ r
*4/5*ydx
;
2581 coords
[i
+2*0+1] = cy
- r
/6*xdy
+ r
*4/5*ydy
;
2582 coords
[i
+2*1+0] = cx
- r
/6*xdx
+ r
*ydx
;
2583 coords
[i
+2*1+1] = cy
- r
/6*xdy
+ r
*ydy
;
2584 coords
[i
+2*2+0] = cx
+ r
/6*xdx
+ r
*ydx
;
2585 coords
[i
+2*2+1] = cy
+ r
/6*xdy
+ r
*ydy
;
2586 coords
[i
+2*3+0] = cx
+ r
/6*xdx
+ r
*4/5*ydx
;
2587 coords
[i
+2*3+1] = cy
+ r
/6*xdy
+ r
*4/5*ydy
;
2588 coords
[i
+2*4+0] = cx
+ r
*3/5*xdx
+ r
*3/5*ydx
;
2589 coords
[i
+2*4+1] = cy
+ r
*3/5*xdy
+ r
*3/5*ydy
;
2599 draw_polygon(fe
, coords
, 5*4, TRUE
, COL_MINE
);
2600 draw_polygon(fe
, coords
, 5*4, FALSE
, COL_MINE
);
2602 draw_rect(fe
, cx
-r
/3, cy
-r
/3, r
/3, r
/4, COL_HIGHLIGHT
);
2608 * Cross through the mine.
2611 for (dx
= -1; dx
<= +1; dx
++) {
2612 draw_line(fe
, x
+ 3 + dx
, y
+ 2,
2613 x
+ TILE_SIZE
- 3 + dx
,
2614 y
+ TILE_SIZE
- 2, COL_CROSS
);
2615 draw_line(fe
, x
+ TILE_SIZE
- 3 + dx
, y
+ 2,
2616 x
+ 3 + dx
, y
+ TILE_SIZE
- 2,
2623 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
2626 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2627 game_state
*state
, int dir
, game_ui
*ui
,
2628 float animtime
, float flashtime
)
2631 int mines
, markers
, bg
;
2634 int frame
= (flashtime
/ FLASH_FRAME
);
2636 bg
= (ui
->flash_is_death ? COL_BACKGROUND
: COL_LOWLIGHT
);
2638 bg
= (ui
->flash_is_death ? COL_BANG
: COL_HIGHLIGHT
);
2640 bg
= COL_BACKGROUND
;
2646 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2647 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2648 draw_update(fe
, 0, 0,
2649 TILE_SIZE
* state
->w
+ 2 * BORDER
,
2650 TILE_SIZE
* state
->h
+ 2 * BORDER
);
2653 * Recessed area containing the whole puzzle.
2655 coords
[0] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2656 coords
[1] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2657 coords
[2] = COORD(state
->w
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2658 coords
[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2659 coords
[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2660 coords
[5] = COORD(state
->h
) + OUTER_HIGHLIGHT_WIDTH
- 1;
2661 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
2662 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
2664 coords
[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2665 coords
[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH
;
2666 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
2667 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
2673 * Now draw the tiles. Also in this loop, count up the number
2674 * of mines and mine markers.
2676 mines
= markers
= 0;
2677 for (y
= 0; y
< ds
->h
; y
++)
2678 for (x
= 0; x
< ds
->w
; x
++) {
2679 int v
= state
->grid
[y
*ds
->w
+x
];
2683 if (state
->layout
->mines
&& state
->layout
->mines
[y
*ds
->w
+x
])
2686 if ((v
== -2 || v
== -3) &&
2687 (abs(x
-ui
->hx
) <= ui
->hradius
&& abs(y
-ui
->hy
) <= ui
->hradius
))
2690 if (ds
->grid
[y
*ds
->w
+x
] != v
|| bg
!= COL_BACKGROUND
) {
2691 draw_tile(fe
, COORD(x
), COORD(y
), v
, bg
);
2692 ds
->grid
[y
*ds
->w
+x
] = (bg
== COL_BACKGROUND ? v
: -10);
2696 if (!state
->layout
->mines
)
2697 mines
= state
->layout
->n
;
2700 * Update the status bar.
2703 char statusbar
[512];
2705 sprintf(statusbar
, "GAME OVER!");
2706 } else if (state
->won
) {
2707 sprintf(statusbar
, "COMPLETED!");
2709 sprintf(statusbar
, "Mines marked: %d / %d", markers
, mines
);
2711 status_bar(fe
, statusbar
);
2715 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2716 int dir
, game_ui
*ui
)
2721 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2722 int dir
, game_ui
*ui
)
2724 if (dir
> 0 && !oldstate
->dead
&& !oldstate
->won
) {
2725 if (newstate
->dead
) {
2726 ui
->flash_is_death
= TRUE
;
2727 return 3 * FLASH_FRAME
;
2729 if (newstate
->won
) {
2730 ui
->flash_is_death
= FALSE
;
2731 return 2 * FLASH_FRAME
;
2737 static int game_wants_statusbar(void)
2742 static int game_timing_state(game_state
*state
)
2744 if (state
->dead
|| state
->won
|| !state
->layout
->mines
)
2750 #define thegame mines
2753 const struct game thegame
= {
2754 "Mines", "games.mines",
2761 TRUE
, game_configure
, custom_params
,
2770 TRUE
, game_text_format
,
2777 game_free_drawstate
,
2781 game_wants_statusbar
,
2782 TRUE
, game_timing_state
,