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