Standalone compilation mode which turns mines.c into a little
[sgt/puzzles] / mines.c
1 /*
2 * mines.c: Minesweeper clone with sophisticated grid generation.
3 *
4 * Still TODO:
5 *
6 * - think about configurably supporting question marks. Once,
7 * that is, we've thought about configurability in general!
8 */
9
10 #include <stdio.h>
11 #include <stdlib.h>
12 #include <string.h>
13 #include <assert.h>
14 #include <ctype.h>
15 #include <math.h>
16
17 #include "tree234.h"
18 #include "puzzles.h"
19
20 enum {
21 COL_BACKGROUND, COL_BACKGROUND2,
22 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
23 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
24 COL_HIGHLIGHT, COL_LOWLIGHT,
25 NCOLOURS
26 };
27
28 #define TILE_SIZE 20
29 #define BORDER (TILE_SIZE * 3 / 2)
30 #define HIGHLIGHT_WIDTH 2
31 #define OUTER_HIGHLIGHT_WIDTH 3
32 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
33 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
34
35 #define FLASH_FRAME 0.13F
36
37 struct game_params {
38 int w, h, n;
39 int unique;
40 };
41
42 struct mine_layout {
43 /*
44 * This structure is shared between all the game_states for a
45 * given instance of the puzzle, so we reference-count it.
46 */
47 int refcount;
48 char *mines;
49 /*
50 * If we haven't yet actually generated the mine layout, here's
51 * all the data we will need to do so.
52 */
53 int n, unique;
54 random_state *rs;
55 midend_data *me; /* to give back the new game desc */
56 };
57
58 struct game_state {
59 int w, h, n, dead, won;
60 int used_solve, just_used_solve;
61 struct mine_layout *layout; /* real mine positions */
62 signed char *grid; /* player knowledge */
63 /*
64 * Each item in the `grid' array is one of the following values:
65 *
66 * - 0 to 8 mean the square is open and has a surrounding mine
67 * count.
68 *
69 * - -1 means the square is marked as a mine.
70 *
71 * - -2 means the square is unknown.
72 *
73 * - -3 means the square is marked with a question mark
74 * (FIXME: do we even want to bother with this?).
75 *
76 * - 64 means the square has had a mine revealed when the game
77 * was lost.
78 *
79 * - 65 means the square had a mine revealed and this was the
80 * one the player hits.
81 *
82 * - 66 means the square has a crossed-out mine because the
83 * player had incorrectly marked it.
84 */
85 };
86
87 static game_params *default_params(void)
88 {
89 game_params *ret = snew(game_params);
90
91 ret->w = ret->h = 9;
92 ret->n = 10;
93 ret->unique = TRUE;
94
95 return ret;
96 }
97
98 static const struct game_params mines_presets[] = {
99 {9, 9, 10, TRUE},
100 {16, 16, 40, TRUE},
101 {30, 16, 99, TRUE},
102 };
103
104 static int game_fetch_preset(int i, char **name, game_params **params)
105 {
106 game_params *ret;
107 char str[80];
108
109 if (i < 0 || i >= lenof(mines_presets))
110 return FALSE;
111
112 ret = snew(game_params);
113 *ret = mines_presets[i];
114
115 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
116
117 *name = dupstr(str);
118 *params = ret;
119 return TRUE;
120 }
121
122 static void free_params(game_params *params)
123 {
124 sfree(params);
125 }
126
127 static game_params *dup_params(game_params *params)
128 {
129 game_params *ret = snew(game_params);
130 *ret = *params; /* structure copy */
131 return ret;
132 }
133
134 static void decode_params(game_params *params, char const *string)
135 {
136 char const *p = string;
137
138 params->w = atoi(p);
139 while (*p && isdigit((unsigned char)*p)) p++;
140 if (*p == 'x') {
141 p++;
142 params->h = atoi(p);
143 while (*p && isdigit((unsigned char)*p)) p++;
144 } else {
145 params->h = params->w;
146 }
147 if (*p == 'n') {
148 p++;
149 params->n = atoi(p);
150 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
151 } else {
152 params->n = params->w * params->h / 10;
153 }
154
155 while (*p) {
156 if (*p == 'a') {
157 p++;
158 params->unique = FALSE;
159 } else
160 p++; /* skip any other gunk */
161 }
162 }
163
164 static char *encode_params(game_params *params, int full)
165 {
166 char ret[400];
167 int len;
168
169 len = sprintf(ret, "%dx%d", params->w, params->h);
170 /*
171 * Mine count is a generation-time parameter, since it can be
172 * deduced from the mine bitmap!
173 */
174 if (full)
175 len += sprintf(ret+len, "n%d", params->n);
176 if (full && !params->unique)
177 ret[len++] = 'a';
178 assert(len < lenof(ret));
179 ret[len] = '\0';
180
181 return dupstr(ret);
182 }
183
184 static config_item *game_configure(game_params *params)
185 {
186 config_item *ret;
187 char buf[80];
188
189 ret = snewn(5, config_item);
190
191 ret[0].name = "Width";
192 ret[0].type = C_STRING;
193 sprintf(buf, "%d", params->w);
194 ret[0].sval = dupstr(buf);
195 ret[0].ival = 0;
196
197 ret[1].name = "Height";
198 ret[1].type = C_STRING;
199 sprintf(buf, "%d", params->h);
200 ret[1].sval = dupstr(buf);
201 ret[1].ival = 0;
202
203 ret[2].name = "Mines";
204 ret[2].type = C_STRING;
205 sprintf(buf, "%d", params->n);
206 ret[2].sval = dupstr(buf);
207 ret[2].ival = 0;
208
209 ret[3].name = "Ensure solubility";
210 ret[3].type = C_BOOLEAN;
211 ret[3].sval = NULL;
212 ret[3].ival = params->unique;
213
214 ret[4].name = NULL;
215 ret[4].type = C_END;
216 ret[4].sval = NULL;
217 ret[4].ival = 0;
218
219 return ret;
220 }
221
222 static game_params *custom_params(config_item *cfg)
223 {
224 game_params *ret = snew(game_params);
225
226 ret->w = atoi(cfg[0].sval);
227 ret->h = atoi(cfg[1].sval);
228 ret->n = atoi(cfg[2].sval);
229 if (strchr(cfg[2].sval, '%'))
230 ret->n = ret->n * (ret->w * ret->h) / 100;
231 ret->unique = cfg[3].ival;
232
233 return ret;
234 }
235
236 static char *validate_params(game_params *params)
237 {
238 /*
239 * Lower limit on grid size: each dimension must be at least 3.
240 * 1 is theoretically workable if rather boring, but 2 is a
241 * real problem: there is often _no_ way to generate a uniquely
242 * solvable 2xn Mines grid. You either run into two mines
243 * blocking the way and no idea what's behind them, or one mine
244 * and no way to know which of the two rows it's in. If the
245 * mine count is even you can create a soluble grid by packing
246 * all the mines at one end (so what when you hit a two-mine
247 * wall there are only as many covered squares left as there
248 * are mines); but if it's odd, you are doomed, because you
249 * _have_ to have a gap somewhere which you can't determine the
250 * position of.
251 */
252 if (params->w <= 2 || params->h <= 2)
253 return "Width and height must both be greater than two";
254 if (params->n > params->w * params->h - 9)
255 return "Too many mines for grid size";
256
257 /*
258 * FIXME: Need more constraints here. Not sure what the
259 * sensible limits for Minesweeper actually are. The limits
260 * probably ought to change, however, depending on uniqueness.
261 */
262
263 return NULL;
264 }
265
266 /* ----------------------------------------------------------------------
267 * Minesweeper solver, used to ensure the generated grids are
268 * solvable without having to take risks.
269 */
270
271 /*
272 * Count the bits in a word. Only needs to cope with 16 bits.
273 */
274 static int bitcount16(int word)
275 {
276 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
277 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
278 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
279 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
280
281 return word;
282 }
283
284 /*
285 * We use a tree234 to store a large number of small localised
286 * sets, each with a mine count. We also keep some of those sets
287 * linked together into a to-do list.
288 */
289 struct set {
290 short x, y, mask, mines;
291 int todo;
292 struct set *prev, *next;
293 };
294
295 static int setcmp(void *av, void *bv)
296 {
297 struct set *a = (struct set *)av;
298 struct set *b = (struct set *)bv;
299
300 if (a->y < b->y)
301 return -1;
302 else if (a->y > b->y)
303 return +1;
304 else if (a->x < b->x)
305 return -1;
306 else if (a->x > b->x)
307 return +1;
308 else if (a->mask < b->mask)
309 return -1;
310 else if (a->mask > b->mask)
311 return +1;
312 else
313 return 0;
314 }
315
316 struct setstore {
317 tree234 *sets;
318 struct set *todo_head, *todo_tail;
319 };
320
321 static struct setstore *ss_new(void)
322 {
323 struct setstore *ss = snew(struct setstore);
324 ss->sets = newtree234(setcmp);
325 ss->todo_head = ss->todo_tail = NULL;
326 return ss;
327 }
328
329 /*
330 * Take two input sets, in the form (x,y,mask). Munge the first by
331 * taking either its intersection with the second or its difference
332 * with the second. Return the new mask part of the first set.
333 */
334 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
335 int diff)
336 {
337 /*
338 * Adjust the second set so that it has the same x,y
339 * coordinates as the first.
340 */
341 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
342 mask2 = 0;
343 } else {
344 while (x2 > x1) {
345 mask2 &= ~(4|32|256);
346 mask2 <<= 1;
347 x2--;
348 }
349 while (x2 < x1) {
350 mask2 &= ~(1|8|64);
351 mask2 >>= 1;
352 x2++;
353 }
354 while (y2 > y1) {
355 mask2 &= ~(64|128|256);
356 mask2 <<= 3;
357 y2--;
358 }
359 while (y2 < y1) {
360 mask2 &= ~(1|2|4);
361 mask2 >>= 3;
362 y2++;
363 }
364 }
365
366 /*
367 * Invert the second set if `diff' is set (we're after A &~ B
368 * rather than A & B).
369 */
370 if (diff)
371 mask2 ^= 511;
372
373 /*
374 * Now all that's left is a logical AND.
375 */
376 return mask1 & mask2;
377 }
378
379 static void ss_add_todo(struct setstore *ss, struct set *s)
380 {
381 if (s->todo)
382 return; /* already on it */
383
384 #ifdef SOLVER_DIAGNOSTICS
385 printf("adding set on todo list: %d,%d %03x %d\n",
386 s->x, s->y, s->mask, s->mines);
387 #endif
388
389 s->prev = ss->todo_tail;
390 if (s->prev)
391 s->prev->next = s;
392 else
393 ss->todo_head = s;
394 ss->todo_tail = s;
395 s->next = NULL;
396 s->todo = TRUE;
397 }
398
399 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
400 {
401 struct set *s;
402
403 assert(mask != 0);
404
405 /*
406 * Normalise so that x and y are genuinely the bounding
407 * rectangle.
408 */
409 while (!(mask & (1|8|64)))
410 mask >>= 1, x++;
411 while (!(mask & (1|2|4)))
412 mask >>= 3, y++;
413
414 /*
415 * Create a set structure and add it to the tree.
416 */
417 s = snew(struct set);
418 s->x = x;
419 s->y = y;
420 s->mask = mask;
421 s->mines = mines;
422 s->todo = FALSE;
423 if (add234(ss->sets, s) != s) {
424 /*
425 * This set already existed! Free it and return.
426 */
427 sfree(s);
428 return;
429 }
430
431 /*
432 * We've added a new set to the tree, so put it on the todo
433 * list.
434 */
435 ss_add_todo(ss, s);
436 }
437
438 static void ss_remove(struct setstore *ss, struct set *s)
439 {
440 struct set *next = s->next, *prev = s->prev;
441
442 #ifdef SOLVER_DIAGNOSTICS
443 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
444 #endif
445 /*
446 * Remove s from the todo list.
447 */
448 if (prev)
449 prev->next = next;
450 else if (s == ss->todo_head)
451 ss->todo_head = next;
452
453 if (next)
454 next->prev = prev;
455 else if (s == ss->todo_tail)
456 ss->todo_tail = prev;
457
458 s->todo = FALSE;
459
460 /*
461 * Remove s from the tree.
462 */
463 del234(ss->sets, s);
464
465 /*
466 * Destroy the actual set structure.
467 */
468 sfree(s);
469 }
470
471 /*
472 * Return a dynamically allocated list of all the sets which
473 * overlap a provided input set.
474 */
475 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
476 {
477 struct set **ret = NULL;
478 int nret = 0, retsize = 0;
479 int xx, yy;
480
481 for (xx = x-3; xx < x+3; xx++)
482 for (yy = y-3; yy < y+3; yy++) {
483 struct set stmp, *s;
484 int pos;
485
486 /*
487 * Find the first set with these top left coordinates.
488 */
489 stmp.x = xx;
490 stmp.y = yy;
491 stmp.mask = 0;
492
493 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
494 while ((s = index234(ss->sets, pos)) != NULL &&
495 s->x == xx && s->y == yy) {
496 /*
497 * This set potentially overlaps the input one.
498 * Compute the intersection to see if they
499 * really overlap, and add it to the list if
500 * so.
501 */
502 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
503 /*
504 * There's an overlap.
505 */
506 if (nret >= retsize) {
507 retsize = nret + 32;
508 ret = sresize(ret, retsize, struct set *);
509 }
510 ret[nret++] = s;
511 }
512
513 pos++;
514 }
515 }
516 }
517
518 ret = sresize(ret, nret+1, struct set *);
519 ret[nret] = NULL;
520
521 return ret;
522 }
523
524 /*
525 * Get an element from the head of the set todo list.
526 */
527 static struct set *ss_todo(struct setstore *ss)
528 {
529 if (ss->todo_head) {
530 struct set *ret = ss->todo_head;
531 ss->todo_head = ret->next;
532 if (ss->todo_head)
533 ss->todo_head->prev = NULL;
534 else
535 ss->todo_tail = NULL;
536 ret->next = ret->prev = NULL;
537 ret->todo = FALSE;
538 return ret;
539 } else {
540 return NULL;
541 }
542 }
543
544 struct squaretodo {
545 int *next;
546 int head, tail;
547 };
548
549 static void std_add(struct squaretodo *std, int i)
550 {
551 if (std->tail >= 0)
552 std->next[std->tail] = i;
553 else
554 std->head = i;
555 std->tail = i;
556 std->next[i] = -1;
557 }
558
559 typedef int (*open_cb)(void *, int, int);
560
561 static void known_squares(int w, int h, struct squaretodo *std,
562 signed char *grid,
563 open_cb open, void *openctx,
564 int x, int y, int mask, int mine)
565 {
566 int xx, yy, bit;
567
568 bit = 1;
569
570 for (yy = 0; yy < 3; yy++)
571 for (xx = 0; xx < 3; xx++) {
572 if (mask & bit) {
573 int i = (y + yy) * w + (x + xx);
574
575 /*
576 * It's possible that this square is _already_
577 * known, in which case we don't try to add it to
578 * the list twice.
579 */
580 if (grid[i] == -2) {
581
582 if (mine) {
583 grid[i] = -1; /* and don't open it! */
584 } else {
585 grid[i] = open(openctx, x + xx, y + yy);
586 assert(grid[i] != -1); /* *bang* */
587 }
588 std_add(std, i);
589
590 }
591 }
592 bit <<= 1;
593 }
594 }
595
596 /*
597 * This is data returned from the `perturb' function. It details
598 * which squares have become mines and which have become clear. The
599 * solver is (of course) expected to honourably not use that
600 * knowledge directly, but to efficently adjust its internal data
601 * structures and proceed based on only the information it
602 * legitimately has.
603 */
604 struct perturbation {
605 int x, y;
606 int delta; /* +1 == become a mine; -1 == cleared */
607 };
608 struct perturbations {
609 int n;
610 struct perturbation *changes;
611 };
612
613 /*
614 * Main solver entry point. You give it a grid of existing
615 * knowledge (-1 for a square known to be a mine, 0-8 for empty
616 * squares with a given number of neighbours, -2 for completely
617 * unknown), plus a function which you can call to open new squares
618 * once you're confident of them. It fills in as much more of the
619 * grid as it can.
620 *
621 * Return value is:
622 *
623 * - -1 means deduction stalled and nothing could be done
624 * - 0 means deduction succeeded fully
625 * - >0 means deduction succeeded but some number of perturbation
626 * steps were required; the exact return value is the number of
627 * perturb calls.
628 */
629
630 typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int);
631
632 static int minesolve(int w, int h, int n, signed char *grid,
633 open_cb open,
634 perturb_cb perturb,
635 void *ctx, random_state *rs)
636 {
637 struct setstore *ss = ss_new();
638 struct set **list;
639 struct squaretodo astd, *std = &astd;
640 int x, y, i, j;
641 int nperturbs = 0;
642
643 /*
644 * Set up a linked list of squares with known contents, so that
645 * we can process them one by one.
646 */
647 std->next = snewn(w*h, int);
648 std->head = std->tail = -1;
649
650 /*
651 * Initialise that list with all known squares in the input
652 * grid.
653 */
654 for (y = 0; y < h; y++) {
655 for (x = 0; x < w; x++) {
656 i = y*w+x;
657 if (grid[i] != -2)
658 std_add(std, i);
659 }
660 }
661
662 /*
663 * Main deductive loop.
664 */
665 while (1) {
666 int done_something = FALSE;
667 struct set *s;
668
669 /*
670 * If there are any known squares on the todo list, process
671 * them and construct a set for each.
672 */
673 while (std->head != -1) {
674 i = std->head;
675 #ifdef SOLVER_DIAGNOSTICS
676 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
677 #endif
678 std->head = std->next[i];
679 if (std->head == -1)
680 std->tail = -1;
681
682 x = i % w;
683 y = i / w;
684
685 if (grid[i] >= 0) {
686 int dx, dy, mines, bit, val;
687 #ifdef SOLVER_DIAGNOSTICS
688 printf("creating set around this square\n");
689 #endif
690 /*
691 * Empty square. Construct the set of non-known squares
692 * around this one, and determine its mine count.
693 */
694 mines = grid[i];
695 bit = 1;
696 val = 0;
697 for (dy = -1; dy <= +1; dy++) {
698 for (dx = -1; dx <= +1; dx++) {
699 #ifdef SOLVER_DIAGNOSTICS
700 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
701 #endif
702 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
703 /* ignore this one */;
704 else if (grid[i+dy*w+dx] == -1)
705 mines--;
706 else if (grid[i+dy*w+dx] == -2)
707 val |= bit;
708 bit <<= 1;
709 }
710 }
711 if (val)
712 ss_add(ss, x-1, y-1, val, mines);
713 }
714
715 /*
716 * Now, whether the square is empty or full, we must
717 * find any set which contains it and replace it with
718 * one which does not.
719 */
720 {
721 #ifdef SOLVER_DIAGNOSTICS
722 printf("finding sets containing known square %d,%d\n", x, y);
723 #endif
724 list = ss_overlap(ss, x, y, 1);
725
726 for (j = 0; list[j]; j++) {
727 int newmask, newmines;
728
729 s = list[j];
730
731 /*
732 * Compute the mask for this set minus the
733 * newly known square.
734 */
735 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
736
737 /*
738 * Compute the new mine count.
739 */
740 newmines = s->mines - (grid[i] == -1);
741
742 /*
743 * Insert the new set into the collection,
744 * unless it's been whittled right down to
745 * nothing.
746 */
747 if (newmask)
748 ss_add(ss, s->x, s->y, newmask, newmines);
749
750 /*
751 * Destroy the old one; it is actually obsolete.
752 */
753 ss_remove(ss, s);
754 }
755
756 sfree(list);
757 }
758
759 /*
760 * Marking a fresh square as known certainly counts as
761 * doing something.
762 */
763 done_something = TRUE;
764 }
765
766 /*
767 * Now pick a set off the to-do list and attempt deductions
768 * based on it.
769 */
770 if ((s = ss_todo(ss)) != NULL) {
771
772 #ifdef SOLVER_DIAGNOSTICS
773 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
774 #endif
775 /*
776 * Firstly, see if this set has a mine count of zero or
777 * of its own cardinality.
778 */
779 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
780 /*
781 * If so, we can immediately mark all the squares
782 * in the set as known.
783 */
784 #ifdef SOLVER_DIAGNOSTICS
785 printf("easy\n");
786 #endif
787 known_squares(w, h, std, grid, open, ctx,
788 s->x, s->y, s->mask, (s->mines != 0));
789
790 /*
791 * Having done that, we need do nothing further
792 * with this set; marking all the squares in it as
793 * known will eventually eliminate it, and will
794 * also permit further deductions about anything
795 * that overlaps it.
796 */
797 continue;
798 }
799
800 /*
801 * Failing that, we now search through all the sets
802 * which overlap this one.
803 */
804 list = ss_overlap(ss, s->x, s->y, s->mask);
805
806 for (j = 0; list[j]; j++) {
807 struct set *s2 = list[j];
808 int swing, s2wing, swc, s2wc;
809
810 /*
811 * Find the non-overlapping parts s2-s and s-s2,
812 * and their cardinalities.
813 *
814 * I'm going to refer to these parts as `wings'
815 * surrounding the central part common to both
816 * sets. The `s wing' is s-s2; the `s2 wing' is
817 * s2-s.
818 */
819 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
820 TRUE);
821 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
822 TRUE);
823 swc = bitcount16(swing);
824 s2wc = bitcount16(s2wing);
825
826 /*
827 * If one set has more mines than the other, and
828 * the number of extra mines is equal to the
829 * cardinality of that set's wing, then we can mark
830 * every square in the wing as a known mine, and
831 * every square in the other wing as known clear.
832 */
833 if (swc == s->mines - s2->mines ||
834 s2wc == s2->mines - s->mines) {
835 known_squares(w, h, std, grid, open, ctx,
836 s->x, s->y, swing,
837 (swc == s->mines - s2->mines));
838 known_squares(w, h, std, grid, open, ctx,
839 s2->x, s2->y, s2wing,
840 (s2wc == s2->mines - s->mines));
841 continue;
842 }
843
844 /*
845 * Failing that, see if one set is a subset of the
846 * other. If so, we can divide up the mine count of
847 * the larger set between the smaller set and its
848 * complement, even if neither smaller set ends up
849 * being immediately clearable.
850 */
851 if (swc == 0 && s2wc != 0) {
852 /* s is a subset of s2. */
853 assert(s2->mines > s->mines);
854 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
855 } else if (s2wc == 0 && swc != 0) {
856 /* s2 is a subset of s. */
857 assert(s->mines > s2->mines);
858 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
859 }
860 }
861
862 sfree(list);
863
864 /*
865 * In this situation we have definitely done
866 * _something_, even if it's only reducing the size of
867 * our to-do list.
868 */
869 done_something = TRUE;
870 } else if (n >= 0) {
871 /*
872 * We have nothing left on our todo list, which means
873 * all localised deductions have failed. Our next step
874 * is to resort to global deduction based on the total
875 * mine count. This is computationally expensive
876 * compared to any of the above deductions, which is
877 * why we only ever do it when all else fails, so that
878 * hopefully it won't have to happen too often.
879 *
880 * If you pass n<0 into this solver, that informs it
881 * that you do not know the total mine count, so it
882 * won't even attempt these deductions.
883 */
884
885 int minesleft, squaresleft;
886 int nsets, setused[10], cursor;
887
888 /*
889 * Start by scanning the current grid state to work out
890 * how many unknown squares we still have, and how many
891 * mines are to be placed in them.
892 */
893 squaresleft = 0;
894 minesleft = n;
895 for (i = 0; i < w*h; i++) {
896 if (grid[i] == -1)
897 minesleft--;
898 else if (grid[i] == -2)
899 squaresleft++;
900 }
901
902 #ifdef SOLVER_DIAGNOSTICS
903 printf("global deduction time: squaresleft=%d minesleft=%d\n",
904 squaresleft, minesleft);
905 for (y = 0; y < h; y++) {
906 for (x = 0; x < w; x++) {
907 int v = grid[y*w+x];
908 if (v == -1)
909 putchar('*');
910 else if (v == -2)
911 putchar('?');
912 else if (v == 0)
913 putchar('-');
914 else
915 putchar('0' + v);
916 }
917 putchar('\n');
918 }
919 #endif
920
921 /*
922 * If there _are_ no unknown squares, we have actually
923 * finished.
924 */
925 if (squaresleft == 0) {
926 assert(minesleft == 0);
927 break;
928 }
929
930 /*
931 * First really simple case: if there are no more mines
932 * left, or if there are exactly as many mines left as
933 * squares to play them in, then it's all easy.
934 */
935 if (minesleft == 0 || minesleft == squaresleft) {
936 for (i = 0; i < w*h; i++)
937 if (grid[i] == -2)
938 known_squares(w, h, std, grid, open, ctx,
939 i % w, i / w, 1, minesleft != 0);
940 continue; /* now go back to main deductive loop */
941 }
942
943 /*
944 * Failing that, we have to do some _real_ work.
945 * Ideally what we do here is to try every single
946 * combination of the currently available sets, in an
947 * attempt to find a disjoint union (i.e. a set of
948 * squares with a known mine count between them) such
949 * that the remaining unknown squares _not_ contained
950 * in that union either contain no mines or are all
951 * mines.
952 *
953 * Actually enumerating all 2^n possibilities will get
954 * a bit slow for large n, so I artificially cap this
955 * recursion at n=10 to avoid too much pain.
956 */
957 nsets = count234(ss->sets);
958 if (nsets <= lenof(setused)) {
959 /*
960 * Doing this with actual recursive function calls
961 * would get fiddly because a load of local
962 * variables from this function would have to be
963 * passed down through the recursion. So instead
964 * I'm going to use a virtual recursion within this
965 * function. The way this works is:
966 *
967 * - we have an array `setused', such that
968 * setused[n] is 0 or 1 depending on whether set
969 * n is currently in the union we are
970 * considering.
971 *
972 * - we have a value `cursor' which indicates how
973 * much of `setused' we have so far filled in.
974 * It's conceptually the recursion depth.
975 *
976 * We begin by setting `cursor' to zero. Then:
977 *
978 * - if cursor can advance, we advance it by one.
979 * We set the value in `setused' that it went
980 * past to 1 if that set is disjoint from
981 * anything else currently in `setused', or to 0
982 * otherwise.
983 *
984 * - If cursor cannot advance because it has
985 * reached the end of the setused list, then we
986 * have a maximal disjoint union. Check to see
987 * whether its mine count has any useful
988 * properties. If so, mark all the squares not
989 * in the union as known and terminate.
990 *
991 * - If cursor has reached the end of setused and
992 * the algorithm _hasn't_ terminated, back
993 * cursor up to the nearest 1, turn it into a 0
994 * and advance cursor just past it.
995 *
996 * - If we attempt to back up to the nearest 1 and
997 * there isn't one at all, then we have gone
998 * through all disjoint unions of sets in the
999 * list and none of them has been helpful, so we
1000 * give up.
1001 */
1002 struct set *sets[lenof(setused)];
1003 for (i = 0; i < nsets; i++)
1004 sets[i] = index234(ss->sets, i);
1005
1006 cursor = 0;
1007 while (1) {
1008
1009 if (cursor < nsets) {
1010 int ok = TRUE;
1011
1012 /* See if any existing set overlaps this one. */
1013 for (i = 0; i < cursor; i++)
1014 if (setused[i] &&
1015 setmunge(sets[cursor]->x,
1016 sets[cursor]->y,
1017 sets[cursor]->mask,
1018 sets[i]->x, sets[i]->y, sets[i]->mask,
1019 FALSE)) {
1020 ok = FALSE;
1021 break;
1022 }
1023
1024 if (ok) {
1025 /*
1026 * We're adding this set to our union,
1027 * so adjust minesleft and squaresleft
1028 * appropriately.
1029 */
1030 minesleft -= sets[cursor]->mines;
1031 squaresleft -= bitcount16(sets[cursor]->mask);
1032 }
1033
1034 setused[cursor++] = ok;
1035 } else {
1036 #ifdef SOLVER_DIAGNOSTICS
1037 printf("trying a set combination with %d %d\n",
1038 squaresleft, minesleft);
1039 #endif /* SOLVER_DIAGNOSTICS */
1040
1041 /*
1042 * We've reached the end. See if we've got
1043 * anything interesting.
1044 */
1045 if (squaresleft > 0 &&
1046 (minesleft == 0 || minesleft == squaresleft)) {
1047 /*
1048 * We have! There is at least one
1049 * square not contained within the set
1050 * union we've just found, and we can
1051 * deduce that either all such squares
1052 * are mines or all are not (depending
1053 * on whether minesleft==0). So now all
1054 * we have to do is actually go through
1055 * the grid, find those squares, and
1056 * mark them.
1057 */
1058 for (i = 0; i < w*h; i++)
1059 if (grid[i] == -2) {
1060 int outside = TRUE;
1061 y = i / w;
1062 x = i % w;
1063 for (j = 0; j < nsets; j++)
1064 if (setused[j] &&
1065 setmunge(sets[j]->x, sets[j]->y,
1066 sets[j]->mask, x, y, 1,
1067 FALSE)) {
1068 outside = FALSE;
1069 break;
1070 }
1071 if (outside)
1072 known_squares(w, h, std, grid,
1073 open, ctx,
1074 x, y, 1, minesleft != 0);
1075 }
1076
1077 done_something = TRUE;
1078 break; /* return to main deductive loop */
1079 }
1080
1081 /*
1082 * If we reach here, then this union hasn't
1083 * done us any good, so move on to the
1084 * next. Backtrack cursor to the nearest 1,
1085 * change it to a 0 and continue.
1086 */
1087 while (--cursor >= 0 && !setused[cursor]);
1088 if (cursor >= 0) {
1089 assert(setused[cursor]);
1090
1091 /*
1092 * We're removing this set from our
1093 * union, so re-increment minesleft and
1094 * squaresleft.
1095 */
1096 minesleft += sets[cursor]->mines;
1097 squaresleft += bitcount16(sets[cursor]->mask);
1098
1099 setused[cursor++] = 0;
1100 } else {
1101 /*
1102 * We've backtracked all the way to the
1103 * start without finding a single 1,
1104 * which means that our virtual
1105 * recursion is complete and nothing
1106 * helped.
1107 */
1108 break;
1109 }
1110 }
1111
1112 }
1113
1114 }
1115 }
1116
1117 if (done_something)
1118 continue;
1119
1120 #ifdef SOLVER_DIAGNOSTICS
1121 /*
1122 * Dump the current known state of the grid.
1123 */
1124 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1125 for (y = 0; y < h; y++) {
1126 for (x = 0; x < w; x++) {
1127 int v = grid[y*w+x];
1128 if (v == -1)
1129 putchar('*');
1130 else if (v == -2)
1131 putchar('?');
1132 else if (v == 0)
1133 putchar('-');
1134 else
1135 putchar('0' + v);
1136 }
1137 putchar('\n');
1138 }
1139
1140 {
1141 struct set *s;
1142
1143 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1144 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1145 }
1146 #endif
1147
1148 /*
1149 * Now we really are at our wits' end as far as solving
1150 * this grid goes. Our only remaining option is to call
1151 * a perturb function and ask it to modify the grid to
1152 * make it easier.
1153 */
1154 if (perturb) {
1155 struct perturbations *ret;
1156 struct set *s;
1157
1158 nperturbs++;
1159
1160 /*
1161 * Choose a set at random from the current selection,
1162 * and ask the perturb function to either fill or empty
1163 * it.
1164 *
1165 * If we have no sets at all, we must give up.
1166 */
1167 if (count234(ss->sets) == 0) {
1168 #ifdef SOLVER_DIAGNOSTICS
1169 printf("perturbing on entire unknown set\n");
1170 #endif
1171 ret = perturb(ctx, grid, 0, 0, 0);
1172 } else {
1173 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1174 #ifdef SOLVER_DIAGNOSTICS
1175 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1176 #endif
1177 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1178 }
1179
1180 if (ret) {
1181 assert(ret->n > 0); /* otherwise should have been NULL */
1182
1183 /*
1184 * A number of squares have been fiddled with, and
1185 * the returned structure tells us which. Adjust
1186 * the mine count in any set which overlaps one of
1187 * those squares, and put them back on the to-do
1188 * list. Also, if the square itself is marked as a
1189 * known non-mine, put it back on the squares-to-do
1190 * list.
1191 */
1192 for (i = 0; i < ret->n; i++) {
1193 #ifdef SOLVER_DIAGNOSTICS
1194 printf("perturbation %s mine at %d,%d\n",
1195 ret->changes[i].delta > 0 ? "added" : "removed",
1196 ret->changes[i].x, ret->changes[i].y);
1197 #endif
1198
1199 if (ret->changes[i].delta < 0 &&
1200 grid[ret->changes[i].y*w+ret->changes[i].x] != -2) {
1201 std_add(std, ret->changes[i].y*w+ret->changes[i].x);
1202 }
1203
1204 list = ss_overlap(ss,
1205 ret->changes[i].x, ret->changes[i].y, 1);
1206
1207 for (j = 0; list[j]; j++) {
1208 list[j]->mines += ret->changes[i].delta;
1209 ss_add_todo(ss, list[j]);
1210 }
1211
1212 sfree(list);
1213 }
1214
1215 /*
1216 * Now free the returned data.
1217 */
1218 sfree(ret->changes);
1219 sfree(ret);
1220
1221 #ifdef SOLVER_DIAGNOSTICS
1222 /*
1223 * Dump the current known state of the grid.
1224 */
1225 printf("state after perturbation:\n");
1226 for (y = 0; y < h; y++) {
1227 for (x = 0; x < w; x++) {
1228 int v = grid[y*w+x];
1229 if (v == -1)
1230 putchar('*');
1231 else if (v == -2)
1232 putchar('?');
1233 else if (v == 0)
1234 putchar('-');
1235 else
1236 putchar('0' + v);
1237 }
1238 putchar('\n');
1239 }
1240
1241 {
1242 struct set *s;
1243
1244 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1245 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1246 }
1247 #endif
1248
1249 /*
1250 * And now we can go back round the deductive loop.
1251 */
1252 continue;
1253 }
1254 }
1255
1256 /*
1257 * If we get here, even that didn't work (either we didn't
1258 * have a perturb function or it returned failure), so we
1259 * give up entirely.
1260 */
1261 break;
1262 }
1263
1264 /*
1265 * See if we've got any unknown squares left.
1266 */
1267 for (y = 0; y < h; y++)
1268 for (x = 0; x < w; x++)
1269 if (grid[y*w+x] == -2) {
1270 nperturbs = -1; /* failed to complete */
1271 break;
1272 }
1273
1274 /*
1275 * Free the set list and square-todo list.
1276 */
1277 {
1278 struct set *s;
1279 while ((s = delpos234(ss->sets, 0)) != NULL)
1280 sfree(s);
1281 freetree234(ss->sets);
1282 sfree(ss);
1283 sfree(std->next);
1284 }
1285
1286 return nperturbs;
1287 }
1288
1289 /* ----------------------------------------------------------------------
1290 * Grid generator which uses the above solver.
1291 */
1292
1293 struct minectx {
1294 char *grid;
1295 int w, h;
1296 int sx, sy;
1297 int allow_big_perturbs;
1298 random_state *rs;
1299 };
1300
1301 static int mineopen(void *vctx, int x, int y)
1302 {
1303 struct minectx *ctx = (struct minectx *)vctx;
1304 int i, j, n;
1305
1306 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1307 if (ctx->grid[y * ctx->w + x])
1308 return -1; /* *bang* */
1309
1310 n = 0;
1311 for (i = -1; i <= +1; i++) {
1312 if (x + i < 0 || x + i >= ctx->w)
1313 continue;
1314 for (j = -1; j <= +1; j++) {
1315 if (y + j < 0 || y + j >= ctx->h)
1316 continue;
1317 if (i == 0 && j == 0)
1318 continue;
1319 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1320 n++;
1321 }
1322 }
1323
1324 return n;
1325 }
1326
1327 /* Structure used internally to mineperturb(). */
1328 struct square {
1329 int x, y, type, random;
1330 };
1331 static int squarecmp(const void *av, const void *bv)
1332 {
1333 const struct square *a = (const struct square *)av;
1334 const struct square *b = (const struct square *)bv;
1335 if (a->type < b->type)
1336 return -1;
1337 else if (a->type > b->type)
1338 return +1;
1339 else if (a->random < b->random)
1340 return -1;
1341 else if (a->random > b->random)
1342 return +1;
1343 else if (a->y < b->y)
1344 return -1;
1345 else if (a->y > b->y)
1346 return +1;
1347 else if (a->x < b->x)
1348 return -1;
1349 else if (a->x > b->x)
1350 return +1;
1351 return 0;
1352 }
1353
1354 /*
1355 * Normally this function is passed an (x,y,mask) set description.
1356 * On occasions, though, there is no _localised_ set being used,
1357 * and the set being perturbed is supposed to be the entirety of
1358 * the unreachable area. This is signified by the special case
1359 * mask==0: in this case, anything labelled -2 in the grid is part
1360 * of the set.
1361 *
1362 * Allowing perturbation in this special case appears to make it
1363 * guaranteeably possible to generate a workable grid for any mine
1364 * density, but they tend to be a bit boring, with mines packed
1365 * densely into far corners of the grid and the remainder being
1366 * less dense than one might like. Therefore, to improve overall
1367 * grid quality I disable this feature for the first few attempts,
1368 * and fall back to it after no useful grid has been generated.
1369 */
1370 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1371 int setx, int sety, int mask)
1372 {
1373 struct minectx *ctx = (struct minectx *)vctx;
1374 struct square *sqlist;
1375 int x, y, dx, dy, i, n, nfull, nempty;
1376 struct square **tofill, **toempty, **todo;
1377 int ntofill, ntoempty, ntodo, dtodo, dset;
1378 struct perturbations *ret;
1379 int *setlist;
1380
1381 if (!mask && !ctx->allow_big_perturbs)
1382 return NULL;
1383
1384 /*
1385 * Make a list of all the squares in the grid which we can
1386 * possibly use. This list should be in preference order, which
1387 * means
1388 *
1389 * - first, unknown squares on the boundary of known space
1390 * - next, unknown squares beyond that boundary
1391 * - as a very last resort, known squares, but not within one
1392 * square of the starting position.
1393 *
1394 * Each of these sections needs to be shuffled independently.
1395 * We do this by preparing list of all squares and then sorting
1396 * it with a random secondary key.
1397 */
1398 sqlist = snewn(ctx->w * ctx->h, struct square);
1399 n = 0;
1400 for (y = 0; y < ctx->h; y++)
1401 for (x = 0; x < ctx->w; x++) {
1402 /*
1403 * If this square is too near the starting position,
1404 * don't put it on the list at all.
1405 */
1406 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1407 continue;
1408
1409 /*
1410 * If this square is in the input set, also don't put
1411 * it on the list!
1412 */
1413 if ((mask == 0 && grid[y*ctx->w+x] == -2) ||
1414 (x >= setx && x < setx + 3 &&
1415 y >= sety && y < sety + 3 &&
1416 mask & (1 << ((y-sety)*3+(x-setx)))))
1417 continue;
1418
1419 sqlist[n].x = x;
1420 sqlist[n].y = y;
1421
1422 if (grid[y*ctx->w+x] != -2) {
1423 sqlist[n].type = 3; /* known square */
1424 } else {
1425 /*
1426 * Unknown square. Examine everything around it and
1427 * see if it borders on any known squares. If it
1428 * does, it's class 1, otherwise it's 2.
1429 */
1430
1431 sqlist[n].type = 2;
1432
1433 for (dy = -1; dy <= +1; dy++)
1434 for (dx = -1; dx <= +1; dx++)
1435 if (x+dx >= 0 && x+dx < ctx->w &&
1436 y+dy >= 0 && y+dy < ctx->h &&
1437 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1438 sqlist[n].type = 1;
1439 break;
1440 }
1441 }
1442
1443 /*
1444 * Finally, a random number to cause qsort to
1445 * shuffle within each group.
1446 */
1447 sqlist[n].random = random_bits(ctx->rs, 31);
1448
1449 n++;
1450 }
1451
1452 qsort(sqlist, n, sizeof(struct square), squarecmp);
1453
1454 /*
1455 * Now count up the number of full and empty squares in the set
1456 * we've been provided.
1457 */
1458 nfull = nempty = 0;
1459 if (mask) {
1460 for (dy = 0; dy < 3; dy++)
1461 for (dx = 0; dx < 3; dx++)
1462 if (mask & (1 << (dy*3+dx))) {
1463 assert(setx+dx <= ctx->w);
1464 assert(sety+dy <= ctx->h);
1465 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1466 nfull++;
1467 else
1468 nempty++;
1469 }
1470 } else {
1471 for (y = 0; y < ctx->h; y++)
1472 for (x = 0; x < ctx->w; x++)
1473 if (grid[y*ctx->w+x] == -2) {
1474 if (ctx->grid[y*ctx->w+x])
1475 nfull++;
1476 else
1477 nempty++;
1478 }
1479 }
1480
1481 /*
1482 * Now go through our sorted list until we find either `nfull'
1483 * empty squares, or `nempty' full squares; these will be
1484 * swapped with the appropriate squares in the set to either
1485 * fill or empty the set while keeping the same number of mines
1486 * overall.
1487 */
1488 ntofill = ntoempty = 0;
1489 if (mask) {
1490 tofill = snewn(9, struct square *);
1491 toempty = snewn(9, struct square *);
1492 } else {
1493 tofill = snewn(ctx->w * ctx->h, struct square *);
1494 toempty = snewn(ctx->w * ctx->h, struct square *);
1495 }
1496 for (i = 0; i < n; i++) {
1497 struct square *sq = &sqlist[i];
1498 if (ctx->grid[sq->y * ctx->w + sq->x])
1499 toempty[ntoempty++] = sq;
1500 else
1501 tofill[ntofill++] = sq;
1502 if (ntofill == nfull || ntoempty == nempty)
1503 break;
1504 }
1505
1506 /*
1507 * If we haven't found enough empty squares outside the set to
1508 * empty it into _or_ enough full squares outside it to fill it
1509 * up with, we'll have to settle for doing only a partial job.
1510 * In this case we choose to always _fill_ the set (because
1511 * this case will tend to crop up when we're working with very
1512 * high mine densities and the only way to get a solvable grid
1513 * is going to be to pack most of the mines solidly around the
1514 * edges). So now our job is to make a list of the empty
1515 * squares in the set, and shuffle that list so that we fill a
1516 * random selection of them.
1517 */
1518 if (ntofill != nfull && ntoempty != nempty) {
1519 int k;
1520
1521 assert(ntoempty != 0);
1522
1523 setlist = snewn(ctx->w * ctx->h, int);
1524 i = 0;
1525 if (mask) {
1526 for (dy = 0; dy < 3; dy++)
1527 for (dx = 0; dx < 3; dx++)
1528 if (mask & (1 << (dy*3+dx))) {
1529 assert(setx+dx <= ctx->w);
1530 assert(sety+dy <= ctx->h);
1531 if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1532 setlist[i++] = (sety+dy)*ctx->w+(setx+dx);
1533 }
1534 } else {
1535 for (y = 0; y < ctx->h; y++)
1536 for (x = 0; x < ctx->w; x++)
1537 if (grid[y*ctx->w+x] == -2) {
1538 if (!ctx->grid[y*ctx->w+x])
1539 setlist[i++] = y*ctx->w+x;
1540 }
1541 }
1542 assert(i > ntoempty);
1543 /*
1544 * Now pick `ntoempty' items at random from the list.
1545 */
1546 for (k = 0; k < ntoempty; k++) {
1547 int index = k + random_upto(ctx->rs, i - k);
1548 int tmp;
1549
1550 tmp = setlist[k];
1551 setlist[k] = setlist[index];
1552 setlist[index] = tmp;
1553 }
1554 } else
1555 setlist = NULL;
1556
1557 /*
1558 * Now we're pretty much there. We need to either
1559 * (a) put a mine in each of the empty squares in the set, and
1560 * take one out of each square in `toempty'
1561 * (b) take a mine out of each of the full squares in the set,
1562 * and put one in each square in `tofill'
1563 * depending on which one we've found enough squares to do.
1564 *
1565 * So we start by constructing our list of changes to return to
1566 * the solver, so that it can update its data structures
1567 * efficiently rather than having to rescan the whole grid.
1568 */
1569 ret = snew(struct perturbations);
1570 if (ntofill == nfull) {
1571 todo = tofill;
1572 ntodo = ntofill;
1573 dtodo = +1;
1574 dset = -1;
1575 sfree(toempty);
1576 } else {
1577 /*
1578 * (We also fall into this case if we've constructed a
1579 * setlist.)
1580 */
1581 todo = toempty;
1582 ntodo = ntoempty;
1583 dtodo = -1;
1584 dset = +1;
1585 sfree(tofill);
1586 }
1587 ret->n = 2 * ntodo;
1588 ret->changes = snewn(ret->n, struct perturbation);
1589 for (i = 0; i < ntodo; i++) {
1590 ret->changes[i].x = todo[i]->x;
1591 ret->changes[i].y = todo[i]->y;
1592 ret->changes[i].delta = dtodo;
1593 }
1594 /* now i == ntodo */
1595 if (setlist) {
1596 int j;
1597 assert(todo == toempty);
1598 for (j = 0; j < ntoempty; j++) {
1599 ret->changes[i].x = setlist[j] % ctx->w;
1600 ret->changes[i].y = setlist[j] / ctx->w;
1601 ret->changes[i].delta = dset;
1602 i++;
1603 }
1604 sfree(setlist);
1605 } else if (mask) {
1606 for (dy = 0; dy < 3; dy++)
1607 for (dx = 0; dx < 3; dx++)
1608 if (mask & (1 << (dy*3+dx))) {
1609 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1610 if (dset == -currval) {
1611 ret->changes[i].x = setx + dx;
1612 ret->changes[i].y = sety + dy;
1613 ret->changes[i].delta = dset;
1614 i++;
1615 }
1616 }
1617 } else {
1618 for (y = 0; y < ctx->h; y++)
1619 for (x = 0; x < ctx->w; x++)
1620 if (grid[y*ctx->w+x] == -2) {
1621 int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1);
1622 if (dset == -currval) {
1623 ret->changes[i].x = x;
1624 ret->changes[i].y = y;
1625 ret->changes[i].delta = dset;
1626 i++;
1627 }
1628 }
1629 }
1630 assert(i == ret->n);
1631
1632 sfree(sqlist);
1633 sfree(todo);
1634
1635 /*
1636 * Having set up the precise list of changes we're going to
1637 * make, we now simply make them and return.
1638 */
1639 for (i = 0; i < ret->n; i++) {
1640 int delta;
1641
1642 x = ret->changes[i].x;
1643 y = ret->changes[i].y;
1644 delta = ret->changes[i].delta;
1645
1646 /*
1647 * Check we're not trying to add an existing mine or remove
1648 * an absent one.
1649 */
1650 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1651
1652 /*
1653 * Actually make the change.
1654 */
1655 ctx->grid[y*ctx->w+x] = (delta > 0);
1656
1657 /*
1658 * Update any numbers already present in the grid.
1659 */
1660 for (dy = -1; dy <= +1; dy++)
1661 for (dx = -1; dx <= +1; dx++)
1662 if (x+dx >= 0 && x+dx < ctx->w &&
1663 y+dy >= 0 && y+dy < ctx->h &&
1664 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1665 if (dx == 0 && dy == 0) {
1666 /*
1667 * The square itself is marked as known in
1668 * the grid. Mark it as a mine if it's a
1669 * mine, or else work out its number.
1670 */
1671 if (delta > 0) {
1672 grid[y*ctx->w+x] = -1;
1673 } else {
1674 int dx2, dy2, minecount = 0;
1675 for (dy2 = -1; dy2 <= +1; dy2++)
1676 for (dx2 = -1; dx2 <= +1; dx2++)
1677 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1678 y+dy2 >= 0 && y+dy2 < ctx->h &&
1679 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1680 minecount++;
1681 grid[y*ctx->w+x] = minecount;
1682 }
1683 } else {
1684 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1685 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1686 }
1687 }
1688 }
1689
1690 #ifdef GENERATION_DIAGNOSTICS
1691 {
1692 int yy, xx;
1693 printf("grid after perturbing:\n");
1694 for (yy = 0; yy < ctx->h; yy++) {
1695 for (xx = 0; xx < ctx->w; xx++) {
1696 int v = ctx->grid[yy*ctx->w+xx];
1697 if (yy == ctx->sy && xx == ctx->sx) {
1698 assert(!v);
1699 putchar('S');
1700 } else if (v) {
1701 putchar('*');
1702 } else {
1703 putchar('-');
1704 }
1705 }
1706 putchar('\n');
1707 }
1708 printf("\n");
1709 }
1710 #endif
1711
1712 return ret;
1713 }
1714
1715 static char *minegen(int w, int h, int n, int x, int y, int unique,
1716 random_state *rs)
1717 {
1718 char *ret = snewn(w*h, char);
1719 int success;
1720 int ntries = 0;
1721
1722 do {
1723 success = FALSE;
1724 ntries++;
1725
1726 memset(ret, 0, w*h);
1727
1728 /*
1729 * Start by placing n mines, none of which is at x,y or within
1730 * one square of it.
1731 */
1732 {
1733 int *tmp = snewn(w*h, int);
1734 int i, j, k, nn;
1735
1736 /*
1737 * Write down the list of possible mine locations.
1738 */
1739 k = 0;
1740 for (i = 0; i < h; i++)
1741 for (j = 0; j < w; j++)
1742 if (abs(i - y) > 1 || abs(j - x) > 1)
1743 tmp[k++] = i*w+j;
1744
1745 /*
1746 * Now pick n off the list at random.
1747 */
1748 nn = n;
1749 while (nn-- > 0) {
1750 i = random_upto(rs, k);
1751 ret[tmp[i]] = 1;
1752 tmp[i] = tmp[--k];
1753 }
1754
1755 sfree(tmp);
1756 }
1757
1758 #ifdef GENERATION_DIAGNOSTICS
1759 {
1760 int yy, xx;
1761 printf("grid after initial generation:\n");
1762 for (yy = 0; yy < h; yy++) {
1763 for (xx = 0; xx < w; xx++) {
1764 int v = ret[yy*w+xx];
1765 if (yy == y && xx == x) {
1766 assert(!v);
1767 putchar('S');
1768 } else if (v) {
1769 putchar('*');
1770 } else {
1771 putchar('-');
1772 }
1773 }
1774 putchar('\n');
1775 }
1776 printf("\n");
1777 }
1778 #endif
1779
1780 /*
1781 * Now set up a results grid to run the solver in, and a
1782 * context for the solver to open squares. Then run the solver
1783 * repeatedly; if the number of perturb steps ever goes up or
1784 * it ever returns -1, give up completely.
1785 *
1786 * We bypass this bit if we're not after a unique grid.
1787 */
1788 if (unique) {
1789 signed char *solvegrid = snewn(w*h, signed char);
1790 struct minectx actx, *ctx = &actx;
1791 int solveret, prevret = -2;
1792
1793 ctx->grid = ret;
1794 ctx->w = w;
1795 ctx->h = h;
1796 ctx->sx = x;
1797 ctx->sy = y;
1798 ctx->rs = rs;
1799 ctx->allow_big_perturbs = (ntries > 100);
1800
1801 while (1) {
1802 memset(solvegrid, -2, w*h);
1803 solvegrid[y*w+x] = mineopen(ctx, x, y);
1804 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1805
1806 solveret =
1807 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1808 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1809 success = FALSE;
1810 break;
1811 } else if (solveret == 0) {
1812 success = TRUE;
1813 break;
1814 }
1815 }
1816
1817 sfree(solvegrid);
1818 } else {
1819 success = TRUE;
1820 }
1821
1822 } while (!success);
1823
1824 return ret;
1825 }
1826
1827 /*
1828 * The Mines game descriptions contain the location of every mine,
1829 * and can therefore be used to cheat.
1830 *
1831 * It would be pointless to attempt to _prevent_ this form of
1832 * cheating by encrypting the description, since Mines is
1833 * open-source so anyone can find out the encryption key. However,
1834 * I think it is worth doing a bit of gentle obfuscation to prevent
1835 * _accidental_ spoilers: if you happened to note that the game ID
1836 * starts with an F, for example, you might be unable to put the
1837 * knowledge of those mines out of your mind while playing. So,
1838 * just as discussions of film endings are rot13ed to avoid
1839 * spoiling it for people who don't want to be told, we apply a
1840 * keyless, reversible, but visually completely obfuscatory masking
1841 * function to the mine bitmap.
1842 */
1843 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1844 {
1845 int bytes, firsthalf, secondhalf;
1846 struct step {
1847 unsigned char *seedstart;
1848 int seedlen;
1849 unsigned char *targetstart;
1850 int targetlen;
1851 } steps[2];
1852 int i, j;
1853
1854 /*
1855 * My obfuscation algorithm is similar in concept to the OAEP
1856 * encoding used in some forms of RSA. Here's a specification
1857 * of it:
1858 *
1859 * + We have a `masking function' which constructs a stream of
1860 * pseudorandom bytes from a seed of some number of input
1861 * bytes.
1862 *
1863 * + We pad out our input bit stream to a whole number of
1864 * bytes by adding up to 7 zero bits on the end. (In fact
1865 * the bitmap passed as input to this function will already
1866 * have had this done in practice.)
1867 *
1868 * + We divide the _byte_ stream exactly in half, rounding the
1869 * half-way position _down_. So an 81-bit input string, for
1870 * example, rounds up to 88 bits or 11 bytes, and then
1871 * dividing by two gives 5 bytes in the first half and 6 in
1872 * the second half.
1873 *
1874 * + We generate a mask from the second half of the bytes, and
1875 * XOR it over the first half.
1876 *
1877 * + We generate a mask from the (encoded) first half of the
1878 * bytes, and XOR it over the second half. Any null bits at
1879 * the end which were added as padding are cleared back to
1880 * zero even if this operation would have made them nonzero.
1881 *
1882 * To de-obfuscate, the steps are precisely the same except
1883 * that the final two are reversed.
1884 *
1885 * Finally, our masking function. Given an input seed string of
1886 * bytes, the output mask consists of concatenating the SHA-1
1887 * hashes of the seed string and successive decimal integers,
1888 * starting from 0.
1889 */
1890
1891 bytes = (bits + 7) / 8;
1892 firsthalf = bytes / 2;
1893 secondhalf = bytes - firsthalf;
1894
1895 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1896 steps[decode ? 1 : 0].seedlen = secondhalf;
1897 steps[decode ? 1 : 0].targetstart = bmp;
1898 steps[decode ? 1 : 0].targetlen = firsthalf;
1899
1900 steps[decode ? 0 : 1].seedstart = bmp;
1901 steps[decode ? 0 : 1].seedlen = firsthalf;
1902 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1903 steps[decode ? 0 : 1].targetlen = secondhalf;
1904
1905 for (i = 0; i < 2; i++) {
1906 SHA_State base, final;
1907 unsigned char digest[20];
1908 char numberbuf[80];
1909 int digestpos = 20, counter = 0;
1910
1911 SHA_Init(&base);
1912 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1913
1914 for (j = 0; j < steps[i].targetlen; j++) {
1915 if (digestpos >= 20) {
1916 sprintf(numberbuf, "%d", counter++);
1917 final = base;
1918 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1919 SHA_Final(&final, digest);
1920 digestpos = 0;
1921 }
1922 steps[i].targetstart[j] ^= digest[digestpos++];
1923 }
1924
1925 /*
1926 * Mask off the pad bits in the final byte after both steps.
1927 */
1928 if (bits % 8)
1929 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1930 }
1931 }
1932
1933 static char *describe_layout(char *grid, int area, int x, int y,
1934 int obfuscate)
1935 {
1936 char *ret, *p;
1937 unsigned char *bmp;
1938 int i;
1939
1940 /*
1941 * Set up the mine bitmap and obfuscate it.
1942 */
1943 bmp = snewn((area + 7) / 8, unsigned char);
1944 memset(bmp, 0, (area + 7) / 8);
1945 for (i = 0; i < area; i++) {
1946 if (grid[i])
1947 bmp[i / 8] |= 0x80 >> (i % 8);
1948 }
1949 if (obfuscate)
1950 obfuscate_bitmap(bmp, area, FALSE);
1951
1952 /*
1953 * Now encode the resulting bitmap in hex. We can work to
1954 * nibble rather than byte granularity, since the obfuscation
1955 * function guarantees to return a bit string of the same
1956 * length as its input.
1957 */
1958 ret = snewn((area+3)/4 + 100, char);
1959 p = ret + sprintf(ret, "%d,%d,%s", x, y,
1960 obfuscate ? "m" : ""); /* 'm' == masked */
1961 for (i = 0; i < (area+3)/4; i++) {
1962 int v = bmp[i/2];
1963 if (i % 2 == 0)
1964 v >>= 4;
1965 *p++ = "0123456789abcdef"[v & 0xF];
1966 }
1967 *p = '\0';
1968
1969 sfree(bmp);
1970
1971 return ret;
1972 }
1973
1974 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1975 random_state *rs, char **game_desc)
1976 {
1977 char *grid;
1978
1979 #ifdef TEST_OBFUSCATION
1980 static int tested_obfuscation = FALSE;
1981 if (!tested_obfuscation) {
1982 /*
1983 * A few simple test vectors for the obfuscator.
1984 *
1985 * First test: the 28-bit stream 1234567. This divides up
1986 * into 1234 and 567[0]. The SHA of 56 70 30 (appending
1987 * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
1988 * we XOR the 16-bit string 15CE into the input 1234 to get
1989 * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
1990 * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
1991 * 12-bit string 337 into the input 567 to get 650. Thus
1992 * our output is 07FA650.
1993 */
1994 {
1995 unsigned char bmp1[] = "\x12\x34\x56\x70";
1996 obfuscate_bitmap(bmp1, 28, FALSE);
1997 printf("test 1 encode: %s\n",
1998 memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
1999 obfuscate_bitmap(bmp1, 28, TRUE);
2000 printf("test 1 decode: %s\n",
2001 memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
2002 }
2003 /*
2004 * Second test: a long string to make sure we switch from
2005 * one SHA to the next correctly. My input string this time
2006 * is simply fifty bytes of zeroes.
2007 */
2008 {
2009 unsigned char bmp2[50];
2010 unsigned char bmp2a[50];
2011 memset(bmp2, 0, 50);
2012 memset(bmp2a, 0, 50);
2013 obfuscate_bitmap(bmp2, 50 * 8, FALSE);
2014 /*
2015 * SHA of twenty-five zero bytes plus "0" is
2016 * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
2017 * twenty-five zero bytes plus "1" is
2018 * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
2019 * first half becomes
2020 * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
2021 *
2022 * SHA of that lot plus "0" is
2023 * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
2024 * same string plus "1" is
2025 * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
2026 * second half becomes
2027 * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
2028 */
2029 printf("test 2 encode: %s\n",
2030 memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
2031 "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
2032 "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
2033 "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
2034 "\xd8\xdf\x78", 50) ? "failed" : "passed");
2035 obfuscate_bitmap(bmp2, 50 * 8, TRUE);
2036 printf("test 2 decode: %s\n",
2037 memcmp(bmp2, bmp2a, 50) ? "failed" : "passed");
2038 }
2039 }
2040 #endif
2041
2042 grid = minegen(w, h, n, x, y, unique, rs);
2043
2044 if (game_desc)
2045 *game_desc = describe_layout(grid, w * h, x, y, TRUE);
2046
2047 return grid;
2048 }
2049
2050 static char *new_game_desc(game_params *params, random_state *rs,
2051 game_aux_info **aux, int interactive)
2052 {
2053 /*
2054 * We generate the coordinates of an initial click even if they
2055 * aren't actually used. This has the effect of harmonising the
2056 * random number usage between interactive and batch use: if
2057 * you use `mines --generate' with an explicit random seed, you
2058 * should get exactly the same results as if you type the same
2059 * random seed into the interactive game and click in the same
2060 * initial location. (Of course you won't get the same grid if
2061 * you click in a _different_ initial location, but there's
2062 * nothing to be done about that.)
2063 */
2064 int x = random_upto(rs, params->w);
2065 int y = random_upto(rs, params->h);
2066
2067 if (!interactive) {
2068 /*
2069 * For batch-generated grids, pre-open one square.
2070 */
2071 char *grid;
2072 char *desc;
2073
2074 grid = new_mine_layout(params->w, params->h, params->n,
2075 x, y, params->unique, rs, &desc);
2076 sfree(grid);
2077 return desc;
2078 } else {
2079 char *rsdesc, *desc;
2080
2081 rsdesc = random_state_encode(rs);
2082 desc = snewn(strlen(rsdesc) + 100, char);
2083 sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc);
2084 sfree(rsdesc);
2085 return desc;
2086 }
2087 }
2088
2089 static void game_free_aux_info(game_aux_info *aux)
2090 {
2091 assert(!"Shouldn't happen");
2092 }
2093
2094 static char *validate_desc(game_params *params, char *desc)
2095 {
2096 int wh = params->w * params->h;
2097 int x, y;
2098
2099 if (*desc == 'r') {
2100 if (!*desc || !isdigit((unsigned char)*desc))
2101 return "No initial mine count in game description";
2102 while (*desc && isdigit((unsigned char)*desc))
2103 desc++; /* skip over mine count */
2104 if (*desc != ',')
2105 return "No ',' after initial x-coordinate in game description";
2106 desc++;
2107 if (*desc != 'u' && *desc != 'a')
2108 return "No uniqueness specifier in game description";
2109 desc++;
2110 if (*desc != ',')
2111 return "No ',' after uniqueness specifier in game description";
2112 /* now ignore the rest */
2113 } else {
2114 if (!*desc || !isdigit((unsigned char)*desc))
2115 return "No initial x-coordinate in game description";
2116 x = atoi(desc);
2117 if (x < 0 || x >= params->w)
2118 return "Initial x-coordinate was out of range";
2119 while (*desc && isdigit((unsigned char)*desc))
2120 desc++; /* skip over x coordinate */
2121 if (*desc != ',')
2122 return "No ',' after initial x-coordinate in game description";
2123 desc++; /* eat comma */
2124 if (!*desc || !isdigit((unsigned char)*desc))
2125 return "No initial y-coordinate in game description";
2126 y = atoi(desc);
2127 if (y < 0 || y >= params->h)
2128 return "Initial y-coordinate was out of range";
2129 while (*desc && isdigit((unsigned char)*desc))
2130 desc++; /* skip over y coordinate */
2131 if (*desc != ',')
2132 return "No ',' after initial y-coordinate in game description";
2133 desc++; /* eat comma */
2134 /* eat `m', meaning `masked', if present */
2135 if (*desc == 'm')
2136 desc++;
2137 /* now just check length of remainder */
2138 if (strlen(desc) != (wh+3)/4)
2139 return "Game description is wrong length";
2140 }
2141
2142 return NULL;
2143 }
2144
2145 static int open_square(game_state *state, int x, int y)
2146 {
2147 int w = state->w, h = state->h;
2148 int xx, yy, nmines, ncovered;
2149
2150 if (!state->layout->mines) {
2151 /*
2152 * We have a preliminary game in which the mine layout
2153 * hasn't been generated yet. Generate it based on the
2154 * initial click location.
2155 */
2156 char *desc;
2157 state->layout->mines = new_mine_layout(w, h, state->layout->n,
2158 x, y, state->layout->unique,
2159 state->layout->rs,
2160 &desc);
2161 midend_supersede_game_desc(state->layout->me, desc);
2162 sfree(desc);
2163 random_free(state->layout->rs);
2164 state->layout->rs = NULL;
2165 }
2166
2167 if (state->layout->mines[y*w+x]) {
2168 /*
2169 * The player has landed on a mine. Bad luck. Expose the
2170 * mine that killed them, but not the rest (in case they
2171 * want to Undo and carry on playing).
2172 */
2173 state->dead = TRUE;
2174 state->grid[y*w+x] = 65;
2175 return -1;
2176 }
2177
2178 /*
2179 * Otherwise, the player has opened a safe square. Mark it to-do.
2180 */
2181 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
2182
2183 /*
2184 * Now go through the grid finding all `todo' values and
2185 * opening them. Every time one of them turns out to have no
2186 * neighbouring mines, we add all its unopened neighbours to
2187 * the list as well.
2188 *
2189 * FIXME: We really ought to be able to do this better than
2190 * using repeated N^2 scans of the grid.
2191 */
2192 while (1) {
2193 int done_something = FALSE;
2194
2195 for (yy = 0; yy < h; yy++)
2196 for (xx = 0; xx < w; xx++)
2197 if (state->grid[yy*w+xx] == -10) {
2198 int dx, dy, v;
2199
2200 assert(!state->layout->mines[yy*w+xx]);
2201
2202 v = 0;
2203
2204 for (dx = -1; dx <= +1; dx++)
2205 for (dy = -1; dy <= +1; dy++)
2206 if (xx+dx >= 0 && xx+dx < state->w &&
2207 yy+dy >= 0 && yy+dy < state->h &&
2208 state->layout->mines[(yy+dy)*w+(xx+dx)])
2209 v++;
2210
2211 state->grid[yy*w+xx] = v;
2212
2213 if (v == 0) {
2214 for (dx = -1; dx <= +1; dx++)
2215 for (dy = -1; dy <= +1; dy++)
2216 if (xx+dx >= 0 && xx+dx < state->w &&
2217 yy+dy >= 0 && yy+dy < state->h &&
2218 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2219 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2220 }
2221
2222 done_something = TRUE;
2223 }
2224
2225 if (!done_something)
2226 break;
2227 }
2228
2229 /*
2230 * Finally, scan the grid and see if exactly as many squares
2231 * are still covered as there are mines. If so, set the `won'
2232 * flag and fill in mine markers on all covered squares.
2233 */
2234 nmines = ncovered = 0;
2235 for (yy = 0; yy < h; yy++)
2236 for (xx = 0; xx < w; xx++) {
2237 if (state->grid[yy*w+xx] < 0)
2238 ncovered++;
2239 if (state->layout->mines[yy*w+xx])
2240 nmines++;
2241 }
2242 assert(ncovered >= nmines);
2243 if (ncovered == nmines) {
2244 for (yy = 0; yy < h; yy++)
2245 for (xx = 0; xx < w; xx++) {
2246 if (state->grid[yy*w+xx] < 0)
2247 state->grid[yy*w+xx] = -1;
2248 }
2249 state->won = TRUE;
2250 }
2251
2252 return 0;
2253 }
2254
2255 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2256 {
2257 game_state *state = snew(game_state);
2258 int i, wh, x, y, ret, masked;
2259 unsigned char *bmp;
2260
2261 state->w = params->w;
2262 state->h = params->h;
2263 state->n = params->n;
2264 state->dead = state->won = FALSE;
2265 state->used_solve = state->just_used_solve = FALSE;
2266
2267 wh = state->w * state->h;
2268
2269 state->layout = snew(struct mine_layout);
2270 memset(state->layout, 0, sizeof(struct mine_layout));
2271 state->layout->refcount = 1;
2272
2273 state->grid = snewn(wh, signed char);
2274 memset(state->grid, -2, wh);
2275
2276 if (*desc == 'r') {
2277 desc++;
2278 state->layout->n = atoi(desc);
2279 while (*desc && isdigit((unsigned char)*desc))
2280 desc++; /* skip over mine count */
2281 if (*desc) desc++; /* eat comma */
2282 if (*desc == 'a')
2283 state->layout->unique = FALSE;
2284 else
2285 state->layout->unique = TRUE;
2286 desc++;
2287 if (*desc) desc++; /* eat comma */
2288
2289 state->layout->mines = NULL;
2290 state->layout->rs = random_state_decode(desc);
2291 state->layout->me = me;
2292
2293 } else {
2294 state->layout->rs = NULL;
2295 state->layout->me = NULL;
2296
2297 state->layout->mines = snewn(wh, char);
2298 x = atoi(desc);
2299 while (*desc && isdigit((unsigned char)*desc))
2300 desc++; /* skip over x coordinate */
2301 if (*desc) desc++; /* eat comma */
2302 y = atoi(desc);
2303 while (*desc && isdigit((unsigned char)*desc))
2304 desc++; /* skip over y coordinate */
2305 if (*desc) desc++; /* eat comma */
2306
2307 if (*desc == 'm') {
2308 masked = TRUE;
2309 desc++;
2310 } else {
2311 /*
2312 * We permit game IDs to be entered by hand without the
2313 * masking transformation.
2314 */
2315 masked = FALSE;
2316 }
2317
2318 bmp = snewn((wh + 7) / 8, unsigned char);
2319 memset(bmp, 0, (wh + 7) / 8);
2320 for (i = 0; i < (wh+3)/4; i++) {
2321 int c = desc[i];
2322 int v;
2323
2324 assert(c != 0); /* validate_desc should have caught */
2325 if (c >= '0' && c <= '9')
2326 v = c - '0';
2327 else if (c >= 'a' && c <= 'f')
2328 v = c - 'a' + 10;
2329 else if (c >= 'A' && c <= 'F')
2330 v = c - 'A' + 10;
2331 else
2332 v = 0;
2333
2334 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2335 }
2336
2337 if (masked)
2338 obfuscate_bitmap(bmp, wh, TRUE);
2339
2340 memset(state->layout->mines, 0, wh);
2341 for (i = 0; i < wh; i++) {
2342 if (bmp[i / 8] & (0x80 >> (i % 8)))
2343 state->layout->mines[i] = 1;
2344 }
2345
2346 ret = open_square(state, x, y);
2347 sfree(bmp);
2348 }
2349
2350 return state;
2351 }
2352
2353 static game_state *dup_game(game_state *state)
2354 {
2355 game_state *ret = snew(game_state);
2356
2357 ret->w = state->w;
2358 ret->h = state->h;
2359 ret->n = state->n;
2360 ret->dead = state->dead;
2361 ret->won = state->won;
2362 ret->used_solve = state->used_solve;
2363 ret->just_used_solve = state->just_used_solve;
2364 ret->layout = state->layout;
2365 ret->layout->refcount++;
2366 ret->grid = snewn(ret->w * ret->h, signed char);
2367 memcpy(ret->grid, state->grid, ret->w * ret->h);
2368
2369 return ret;
2370 }
2371
2372 static void free_game(game_state *state)
2373 {
2374 if (--state->layout->refcount <= 0) {
2375 sfree(state->layout->mines);
2376 if (state->layout->rs)
2377 random_free(state->layout->rs);
2378 sfree(state->layout);
2379 }
2380 sfree(state->grid);
2381 sfree(state);
2382 }
2383
2384 static game_state *solve_game(game_state *state, game_aux_info *aux,
2385 char **error)
2386 {
2387 /*
2388 * Simply expose the entire grid as if it were a completed
2389 * solution.
2390 */
2391 game_state *ret;
2392 int yy, xx;
2393
2394 if (!state->layout->mines) {
2395 *error = "Game has not been started yet";
2396 return NULL;
2397 }
2398
2399 ret = dup_game(state);
2400 for (yy = 0; yy < ret->h; yy++)
2401 for (xx = 0; xx < ret->w; xx++) {
2402
2403 if (ret->layout->mines[yy*ret->w+xx]) {
2404 ret->grid[yy*ret->w+xx] = -1;
2405 } else {
2406 int dx, dy, v;
2407
2408 v = 0;
2409
2410 for (dx = -1; dx <= +1; dx++)
2411 for (dy = -1; dy <= +1; dy++)
2412 if (xx+dx >= 0 && xx+dx < ret->w &&
2413 yy+dy >= 0 && yy+dy < ret->h &&
2414 ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
2415 v++;
2416
2417 ret->grid[yy*ret->w+xx] = v;
2418 }
2419 }
2420 ret->used_solve = ret->just_used_solve = TRUE;
2421 ret->won = TRUE;
2422
2423 return ret;
2424 }
2425
2426 static char *game_text_format(game_state *state)
2427 {
2428 char *ret;
2429 int x, y;
2430
2431 ret = snewn((state->w + 1) * state->h + 1, char);
2432 for (y = 0; y < state->h; y++) {
2433 for (x = 0; x < state->w; x++) {
2434 int v = state->grid[y*state->w+x];
2435 if (v == 0)
2436 v = '-';
2437 else if (v >= 1 && v <= 8)
2438 v = '0' + v;
2439 else if (v == -1)
2440 v = '*';
2441 else if (v == -2 || v == -3)
2442 v = '?';
2443 else if (v >= 64)
2444 v = '!';
2445 ret[y * (state->w+1) + x] = v;
2446 }
2447 ret[y * (state->w+1) + state->w] = '\n';
2448 }
2449 ret[(state->w + 1) * state->h] = '\0';
2450
2451 return ret;
2452 }
2453
2454 struct game_ui {
2455 int hx, hy, hradius; /* for mouse-down highlights */
2456 int flash_is_death;
2457 int deaths;
2458 };
2459
2460 static game_ui *new_ui(game_state *state)
2461 {
2462 game_ui *ui = snew(game_ui);
2463 ui->hx = ui->hy = -1;
2464 ui->hradius = 0;
2465 ui->deaths = 0;
2466 ui->flash_is_death = FALSE; /* *shrug* */
2467 return ui;
2468 }
2469
2470 static void free_ui(game_ui *ui)
2471 {
2472 sfree(ui);
2473 }
2474
2475 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
2476 int x, int y, int button)
2477 {
2478 game_state *ret;
2479 int cx, cy;
2480
2481 if (from->dead || from->won)
2482 return NULL; /* no further moves permitted */
2483
2484 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2485 !IS_MOUSE_RELEASE(button))
2486 return NULL;
2487
2488 cx = FROMCOORD(x);
2489 cy = FROMCOORD(y);
2490 if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
2491 return NULL;
2492
2493 if (button == LEFT_BUTTON || button == LEFT_DRAG ||
2494 button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
2495 /*
2496 * Mouse-downs and mouse-drags just cause highlighting
2497 * updates.
2498 */
2499 ui->hx = cx;
2500 ui->hy = cy;
2501 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2502 return from;
2503 }
2504
2505 if (button == RIGHT_BUTTON) {
2506 /*
2507 * Right-clicking only works on a covered square, and it
2508 * toggles between -1 (marked as mine) and -2 (not marked
2509 * as mine).
2510 *
2511 * FIXME: question marks.
2512 */
2513 if (from->grid[cy * from->w + cx] != -2 &&
2514 from->grid[cy * from->w + cx] != -1)
2515 return NULL;
2516
2517 ret = dup_game(from);
2518 ret->just_used_solve = FALSE;
2519 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2520
2521 return ret;
2522 }
2523
2524 if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
2525 ui->hx = ui->hy = -1;
2526 ui->hradius = 0;
2527
2528 /*
2529 * At this stage we must never return NULL: we have adjusted
2530 * the ui, so at worst we return `from'.
2531 */
2532
2533 /*
2534 * Left-clicking on a covered square opens a tile. Not
2535 * permitted if the tile is marked as a mine, for safety.
2536 * (Unmark it and _then_ open it.)
2537 */
2538 if (button == LEFT_RELEASE &&
2539 (from->grid[cy * from->w + cx] == -2 ||
2540 from->grid[cy * from->w + cx] == -3)) {
2541 ret = dup_game(from);
2542 ret->just_used_solve = FALSE;
2543 open_square(ret, cx, cy);
2544 if (ret->dead)
2545 ui->deaths++;
2546 return ret;
2547 }
2548
2549 /*
2550 * Left-clicking or middle-clicking on an uncovered tile:
2551 * first we check to see if the number of mine markers
2552 * surrounding the tile is equal to its mine count, and if
2553 * so then we open all other surrounding squares.
2554 */
2555 if (from->grid[cy * from->w + cx] > 0) {
2556 int dy, dx, n;
2557
2558 /* Count mine markers. */
2559 n = 0;
2560 for (dy = -1; dy <= +1; dy++)
2561 for (dx = -1; dx <= +1; dx++)
2562 if (cx+dx >= 0 && cx+dx < from->w &&
2563 cy+dy >= 0 && cy+dy < from->h) {
2564 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2565 n++;
2566 }
2567
2568 if (n == from->grid[cy * from->w + cx]) {
2569 ret = dup_game(from);
2570 ret->just_used_solve = FALSE;
2571 for (dy = -1; dy <= +1; dy++)
2572 for (dx = -1; dx <= +1; dx++)
2573 if (cx+dx >= 0 && cx+dx < ret->w &&
2574 cy+dy >= 0 && cy+dy < ret->h &&
2575 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2576 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2577 open_square(ret, cx+dx, cy+dy);
2578 if (ret->dead)
2579 ui->deaths++;
2580 return ret;
2581 }
2582 }
2583
2584 return from;
2585 }
2586
2587 return NULL;
2588 }
2589
2590 /* ----------------------------------------------------------------------
2591 * Drawing routines.
2592 */
2593
2594 struct game_drawstate {
2595 int w, h, started;
2596 signed char *grid;
2597 /*
2598 * Items in this `grid' array have all the same values as in
2599 * the game_state grid, and in addition:
2600 *
2601 * - -10 means the tile was drawn `specially' as a result of a
2602 * flash, so it will always need redrawing.
2603 *
2604 * - -22 and -23 mean the tile is highlighted for a possible
2605 * click.
2606 */
2607 };
2608
2609 static void game_size(game_params *params, int *x, int *y)
2610 {
2611 *x = BORDER * 2 + TILE_SIZE * params->w;
2612 *y = BORDER * 2 + TILE_SIZE * params->h;
2613 }
2614
2615 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2616 {
2617 float *ret = snewn(3 * NCOLOURS, float);
2618
2619 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2620
2621 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2622 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2623 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2624
2625 ret[COL_1 * 3 + 0] = 0.0F;
2626 ret[COL_1 * 3 + 1] = 0.0F;
2627 ret[COL_1 * 3 + 2] = 1.0F;
2628
2629 ret[COL_2 * 3 + 0] = 0.0F;
2630 ret[COL_2 * 3 + 1] = 0.5F;
2631 ret[COL_2 * 3 + 2] = 0.0F;
2632
2633 ret[COL_3 * 3 + 0] = 1.0F;
2634 ret[COL_3 * 3 + 1] = 0.0F;
2635 ret[COL_3 * 3 + 2] = 0.0F;
2636
2637 ret[COL_4 * 3 + 0] = 0.0F;
2638 ret[COL_4 * 3 + 1] = 0.0F;
2639 ret[COL_4 * 3 + 2] = 0.5F;
2640
2641 ret[COL_5 * 3 + 0] = 0.5F;
2642 ret[COL_5 * 3 + 1] = 0.0F;
2643 ret[COL_5 * 3 + 2] = 0.0F;
2644
2645 ret[COL_6 * 3 + 0] = 0.0F;
2646 ret[COL_6 * 3 + 1] = 0.5F;
2647 ret[COL_6 * 3 + 2] = 0.5F;
2648
2649 ret[COL_7 * 3 + 0] = 0.0F;
2650 ret[COL_7 * 3 + 1] = 0.0F;
2651 ret[COL_7 * 3 + 2] = 0.0F;
2652
2653 ret[COL_8 * 3 + 0] = 0.5F;
2654 ret[COL_8 * 3 + 1] = 0.5F;
2655 ret[COL_8 * 3 + 2] = 0.5F;
2656
2657 ret[COL_MINE * 3 + 0] = 0.0F;
2658 ret[COL_MINE * 3 + 1] = 0.0F;
2659 ret[COL_MINE * 3 + 2] = 0.0F;
2660
2661 ret[COL_BANG * 3 + 0] = 1.0F;
2662 ret[COL_BANG * 3 + 1] = 0.0F;
2663 ret[COL_BANG * 3 + 2] = 0.0F;
2664
2665 ret[COL_CROSS * 3 + 0] = 1.0F;
2666 ret[COL_CROSS * 3 + 1] = 0.0F;
2667 ret[COL_CROSS * 3 + 2] = 0.0F;
2668
2669 ret[COL_FLAG * 3 + 0] = 1.0F;
2670 ret[COL_FLAG * 3 + 1] = 0.0F;
2671 ret[COL_FLAG * 3 + 2] = 0.0F;
2672
2673 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2674 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2675 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2676
2677 ret[COL_QUERY * 3 + 0] = 0.0F;
2678 ret[COL_QUERY * 3 + 1] = 0.0F;
2679 ret[COL_QUERY * 3 + 2] = 0.0F;
2680
2681 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2682 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2683 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2684
2685 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2686 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2687 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2688
2689 *ncolours = NCOLOURS;
2690 return ret;
2691 }
2692
2693 static game_drawstate *game_new_drawstate(game_state *state)
2694 {
2695 struct game_drawstate *ds = snew(struct game_drawstate);
2696
2697 ds->w = state->w;
2698 ds->h = state->h;
2699 ds->started = FALSE;
2700 ds->grid = snewn(ds->w * ds->h, signed char);
2701
2702 memset(ds->grid, -99, ds->w * ds->h);
2703
2704 return ds;
2705 }
2706
2707 static void game_free_drawstate(game_drawstate *ds)
2708 {
2709 sfree(ds->grid);
2710 sfree(ds);
2711 }
2712
2713 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2714 {
2715 if (v < 0) {
2716 int coords[12];
2717 int hl = 0;
2718
2719 if (v == -22 || v == -23) {
2720 v += 20;
2721
2722 /*
2723 * Omit the highlights in this case.
2724 */
2725 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2726 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2727 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2728 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2729 } else {
2730 /*
2731 * Draw highlights to indicate the square is covered.
2732 */
2733 coords[0] = x + TILE_SIZE - 1;
2734 coords[1] = y + TILE_SIZE - 1;
2735 coords[2] = x + TILE_SIZE - 1;
2736 coords[3] = y;
2737 coords[4] = x;
2738 coords[5] = y + TILE_SIZE - 1;
2739 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2740 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2741
2742 coords[0] = x;
2743 coords[1] = y;
2744 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2745 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2746
2747 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2748 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2749 bg);
2750 }
2751
2752 if (v == -1) {
2753 /*
2754 * Draw a flag.
2755 */
2756 #define SETCOORD(n, dx, dy) do { \
2757 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2758 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2759 } while (0)
2760 SETCOORD(0, 0.6, 0.35);
2761 SETCOORD(1, 0.6, 0.7);
2762 SETCOORD(2, 0.8, 0.8);
2763 SETCOORD(3, 0.25, 0.8);
2764 SETCOORD(4, 0.55, 0.7);
2765 SETCOORD(5, 0.55, 0.35);
2766 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2767 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2768
2769 SETCOORD(0, 0.6, 0.2);
2770 SETCOORD(1, 0.6, 0.5);
2771 SETCOORD(2, 0.2, 0.35);
2772 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2773 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2774 #undef SETCOORD
2775
2776 } else if (v == -3) {
2777 /*
2778 * Draw a question mark.
2779 */
2780 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2781 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2782 ALIGN_VCENTRE | ALIGN_HCENTRE,
2783 COL_QUERY, "?");
2784 }
2785 } else {
2786 /*
2787 * Clear the square to the background colour, and draw thin
2788 * grid lines along the top and left.
2789 *
2790 * Exception is that for value 65 (mine we've just trodden
2791 * on), we clear the square to COL_BANG.
2792 */
2793 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2794 (v == 65 ? COL_BANG :
2795 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2796 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2797 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2798
2799 if (v > 0 && v <= 8) {
2800 /*
2801 * Mark a number.
2802 */
2803 char str[2];
2804 str[0] = v + '0';
2805 str[1] = '\0';
2806 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2807 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2808 ALIGN_VCENTRE | ALIGN_HCENTRE,
2809 (COL_1 - 1) + v, str);
2810
2811 } else if (v >= 64) {
2812 /*
2813 * Mark a mine.
2814 *
2815 * FIXME: this could be done better!
2816 */
2817 #if 0
2818 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2819 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2820 ALIGN_VCENTRE | ALIGN_HCENTRE,
2821 COL_MINE, "*");
2822 #else
2823 {
2824 int cx = x + TILE_SIZE / 2;
2825 int cy = y + TILE_SIZE / 2;
2826 int r = TILE_SIZE / 2 - 3;
2827 int coords[4*5*2];
2828 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2829 int tdx, tdy, i;
2830
2831 for (i = 0; i < 4*5*2; i += 5*2) {
2832 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2833 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2834 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2835 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2836 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2837 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2838 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2839 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2840 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2841 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2842
2843 tdx = ydx;
2844 tdy = ydy;
2845 ydx = xdx;
2846 ydy = xdy;
2847 xdx = -tdx;
2848 xdy = -tdy;
2849 }
2850
2851 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2852 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2853
2854 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2855 }
2856 #endif
2857
2858 if (v == 66) {
2859 /*
2860 * Cross through the mine.
2861 */
2862 int dx;
2863 for (dx = -1; dx <= +1; dx++) {
2864 draw_line(fe, x + 3 + dx, y + 2,
2865 x + TILE_SIZE - 3 + dx,
2866 y + TILE_SIZE - 2, COL_CROSS);
2867 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2868 x + 3 + dx, y + TILE_SIZE - 2,
2869 COL_CROSS);
2870 }
2871 }
2872 }
2873 }
2874
2875 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2876 }
2877
2878 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2879 game_state *state, int dir, game_ui *ui,
2880 float animtime, float flashtime)
2881 {
2882 int x, y;
2883 int mines, markers, bg;
2884
2885 if (flashtime) {
2886 int frame = (flashtime / FLASH_FRAME);
2887 if (frame % 2)
2888 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2889 else
2890 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2891 } else
2892 bg = COL_BACKGROUND;
2893
2894 if (!ds->started) {
2895 int coords[10];
2896
2897 draw_rect(fe, 0, 0,
2898 TILE_SIZE * state->w + 2 * BORDER,
2899 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2900 draw_update(fe, 0, 0,
2901 TILE_SIZE * state->w + 2 * BORDER,
2902 TILE_SIZE * state->h + 2 * BORDER);
2903
2904 /*
2905 * Recessed area containing the whole puzzle.
2906 */
2907 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2908 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2909 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2910 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2911 coords[4] = coords[2] - TILE_SIZE;
2912 coords[5] = coords[3] + TILE_SIZE;
2913 coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2914 coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2915 coords[6] = coords[8] + TILE_SIZE;
2916 coords[7] = coords[9] - TILE_SIZE;
2917 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
2918 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
2919
2920 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2921 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2922 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
2923 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
2924
2925 ds->started = TRUE;
2926 }
2927
2928 /*
2929 * Now draw the tiles. Also in this loop, count up the number
2930 * of mines and mine markers.
2931 */
2932 mines = markers = 0;
2933 for (y = 0; y < ds->h; y++)
2934 for (x = 0; x < ds->w; x++) {
2935 int v = state->grid[y*ds->w+x];
2936
2937 if (v == -1)
2938 markers++;
2939 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2940 mines++;
2941
2942 if ((v == -2 || v == -3) &&
2943 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2944 v -= 20;
2945
2946 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2947 draw_tile(fe, COORD(x), COORD(y), v, bg);
2948 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2949 }
2950 }
2951
2952 if (!state->layout->mines)
2953 mines = state->layout->n;
2954
2955 /*
2956 * Update the status bar.
2957 */
2958 {
2959 char statusbar[512];
2960 if (state->dead) {
2961 sprintf(statusbar, "DEAD!");
2962 } else if (state->won) {
2963 if (state->used_solve)
2964 sprintf(statusbar, "Auto-solved.");
2965 else
2966 sprintf(statusbar, "COMPLETED!");
2967 } else {
2968 sprintf(statusbar, "Marked: %d / %d", markers, mines);
2969 }
2970 if (ui->deaths)
2971 sprintf(statusbar + strlen(statusbar),
2972 " Deaths: %d", ui->deaths);
2973 status_bar(fe, statusbar);
2974 }
2975 }
2976
2977 static float game_anim_length(game_state *oldstate, game_state *newstate,
2978 int dir, game_ui *ui)
2979 {
2980 return 0.0F;
2981 }
2982
2983 static float game_flash_length(game_state *oldstate, game_state *newstate,
2984 int dir, game_ui *ui)
2985 {
2986 if (oldstate->used_solve || newstate->used_solve)
2987 return 0.0F;
2988
2989 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2990 if (newstate->dead) {
2991 ui->flash_is_death = TRUE;
2992 return 3 * FLASH_FRAME;
2993 }
2994 if (newstate->won) {
2995 ui->flash_is_death = FALSE;
2996 return 2 * FLASH_FRAME;
2997 }
2998 }
2999 return 0.0F;
3000 }
3001
3002 static int game_wants_statusbar(void)
3003 {
3004 return TRUE;
3005 }
3006
3007 static int game_timing_state(game_state *state)
3008 {
3009 if (state->dead || state->won || !state->layout->mines)
3010 return FALSE;
3011 return TRUE;
3012 }
3013
3014 #ifdef COMBINED
3015 #define thegame mines
3016 #endif
3017
3018 const struct game thegame = {
3019 "Mines", "games.mines",
3020 default_params,
3021 game_fetch_preset,
3022 decode_params,
3023 encode_params,
3024 free_params,
3025 dup_params,
3026 TRUE, game_configure, custom_params,
3027 validate_params,
3028 new_game_desc,
3029 game_free_aux_info,
3030 validate_desc,
3031 new_game,
3032 dup_game,
3033 free_game,
3034 TRUE, solve_game,
3035 TRUE, game_text_format,
3036 new_ui,
3037 free_ui,
3038 make_move,
3039 game_size,
3040 game_colours,
3041 game_new_drawstate,
3042 game_free_drawstate,
3043 game_redraw,
3044 game_anim_length,
3045 game_flash_length,
3046 game_wants_statusbar,
3047 TRUE, game_timing_state,
3048 BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
3049 };
3050
3051 #ifdef STANDALONE_OBFUSCATOR
3052
3053 /*
3054 * Vaguely useful stand-alone program which translates between
3055 * obfuscated and clear Mines game descriptions. Pass in a game
3056 * description on the command line, and if it's clear it will be
3057 * obfuscated and vice versa. The output text should also be a
3058 * valid game ID describing the same game. Like this:
3059 *
3060 * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
3061 * 9x9:4,4,004000007c00010022080
3062 * $ ./mineobfusc 9x9:4,4,004000007c00010022080
3063 * 9x9:4,4,mb071b49fbd1cb6a0d5868
3064 *
3065 * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c
3066 */
3067
3068 #include <stdarg.h>
3069
3070 void frontend_default_colour(frontend *fe, float *output) {}
3071 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
3072 int align, int colour, char *text) {}
3073 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
3074 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
3075 void draw_polygon(frontend *fe, int *coords, int npoints,
3076 int fill, int colour) {}
3077 void clip(frontend *fe, int x, int y, int w, int h) {}
3078 void unclip(frontend *fe) {}
3079 void start_draw(frontend *fe) {}
3080 void draw_update(frontend *fe, int x, int y, int w, int h) {}
3081 void end_draw(frontend *fe) {}
3082 void midend_supersede_game_desc(midend_data *me, char *desc) {}
3083 void status_bar(frontend *fe, char *text) {}
3084
3085 void fatal(char *fmt, ...)
3086 {
3087 va_list ap;
3088
3089 fprintf(stderr, "fatal error: ");
3090
3091 va_start(ap, fmt);
3092 vfprintf(stderr, fmt, ap);
3093 va_end(ap);
3094
3095 fprintf(stderr, "\n");
3096 exit(1);
3097 }
3098
3099 int main(int argc, char **argv)
3100 {
3101 game_params *p;
3102 game_state *s;
3103 int recurse = TRUE;
3104 char *id = NULL, *desc, *err;
3105 int y, x;
3106 int grade = FALSE;
3107
3108 while (--argc > 0) {
3109 char *p = *++argv;
3110 if (*p == '-') {
3111 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
3112 return 1;
3113 } else {
3114 id = p;
3115 }
3116 }
3117
3118 if (!id) {
3119 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
3120 return 1;
3121 }
3122
3123 desc = strchr(id, ':');
3124 if (!desc) {
3125 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3126 return 1;
3127 }
3128 *desc++ = '\0';
3129
3130 p = default_params();
3131 decode_params(p, id);
3132 err = validate_desc(p, desc);
3133 if (err) {
3134 fprintf(stderr, "%s: %s\n", argv[0], err);
3135 return 1;
3136 }
3137 s = new_game(NULL, p, desc);
3138
3139 x = atoi(desc);
3140 while (*desc && *desc != ',') desc++;
3141 if (*desc) desc++;
3142 y = atoi(desc);
3143 while (*desc && *desc != ',') desc++;
3144 if (*desc) desc++;
3145
3146 printf("%s:%s\n", id, describe_layout(s->layout->mines,
3147 p->w * p->h,
3148 x, y,
3149 (*desc != 'm')));
3150
3151 return 0;
3152 }
3153
3154 #endif