NCOLOURS
};
-#define TILE_SIZE 20
+#define PREFERRED_TILE_SIZE 20
+#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE * 3 / 2)
-#define HIGHLIGHT_WIDTH 2
-#define OUTER_HIGHLIGHT_WIDTH 3
+#define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
+#define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
return ret;
}
-/*
- * The Mines game descriptions contain the location of every mine,
- * and can therefore be used to cheat.
- *
- * It would be pointless to attempt to _prevent_ this form of
- * cheating by encrypting the description, since Mines is
- * open-source so anyone can find out the encryption key. However,
- * I think it is worth doing a bit of gentle obfuscation to prevent
- * _accidental_ spoilers: if you happened to note that the game ID
- * starts with an F, for example, you might be unable to put the
- * knowledge of those mines out of your mind while playing. So,
- * just as discussions of film endings are rot13ed to avoid
- * spoiling it for people who don't want to be told, we apply a
- * keyless, reversible, but visually completely obfuscatory masking
- * function to the mine bitmap.
- */
-static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
-{
- int bytes, firsthalf, secondhalf;
- struct step {
- unsigned char *seedstart;
- int seedlen;
- unsigned char *targetstart;
- int targetlen;
- } steps[2];
- int i, j;
-
- /*
- * My obfuscation algorithm is similar in concept to the OAEP
- * encoding used in some forms of RSA. Here's a specification
- * of it:
- *
- * + We have a `masking function' which constructs a stream of
- * pseudorandom bytes from a seed of some number of input
- * bytes.
- *
- * + We pad out our input bit stream to a whole number of
- * bytes by adding up to 7 zero bits on the end. (In fact
- * the bitmap passed as input to this function will already
- * have had this done in practice.)
- *
- * + We divide the _byte_ stream exactly in half, rounding the
- * half-way position _down_. So an 81-bit input string, for
- * example, rounds up to 88 bits or 11 bytes, and then
- * dividing by two gives 5 bytes in the first half and 6 in
- * the second half.
- *
- * + We generate a mask from the second half of the bytes, and
- * XOR it over the first half.
- *
- * + We generate a mask from the (encoded) first half of the
- * bytes, and XOR it over the second half. Any null bits at
- * the end which were added as padding are cleared back to
- * zero even if this operation would have made them nonzero.
- *
- * To de-obfuscate, the steps are precisely the same except
- * that the final two are reversed.
- *
- * Finally, our masking function. Given an input seed string of
- * bytes, the output mask consists of concatenating the SHA-1
- * hashes of the seed string and successive decimal integers,
- * starting from 0.
- */
-
- bytes = (bits + 7) / 8;
- firsthalf = bytes / 2;
- secondhalf = bytes - firsthalf;
-
- steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
- steps[decode ? 1 : 0].seedlen = secondhalf;
- steps[decode ? 1 : 0].targetstart = bmp;
- steps[decode ? 1 : 0].targetlen = firsthalf;
-
- steps[decode ? 0 : 1].seedstart = bmp;
- steps[decode ? 0 : 1].seedlen = firsthalf;
- steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
- steps[decode ? 0 : 1].targetlen = secondhalf;
-
- for (i = 0; i < 2; i++) {
- SHA_State base, final;
- unsigned char digest[20];
- char numberbuf[80];
- int digestpos = 20, counter = 0;
-
- SHA_Init(&base);
- SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
-
- for (j = 0; j < steps[i].targetlen; j++) {
- if (digestpos >= 20) {
- sprintf(numberbuf, "%d", counter++);
- final = base;
- SHA_Bytes(&final, numberbuf, strlen(numberbuf));
- SHA_Final(&final, digest);
- digestpos = 0;
- }
- steps[i].targetstart[j] ^= digest[digestpos++];
- }
-
- /*
- * Mask off the pad bits in the final byte after both steps.
- */
- if (bits % 8)
- bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
- }
-}
-
static char *describe_layout(char *grid, int area, int x, int y,
int obfuscate)
{
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static game_state *solve_game(game_state *state, game_state *currstate,
+ game_aux_info *aux, char **error)
{
/*
* Simply expose the entire grid as if it were a completed
sfree(ui);
}
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int w, h, started, tilesize;
+ signed char *grid;
+ /*
+ * Items in this `grid' array have all the same values as in
+ * the game_state grid, and in addition:
+ *
+ * - -10 means the tile was drawn `specially' as a result of a
+ * flash, so it will always need redrawing.
+ *
+ * - -22 and -23 mean the tile is highlighted for a possible
+ * click.
+ */
+};
+
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
cx = FROMCOORD(x);
cy = FROMCOORD(y);
- if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
- return NULL;
if (button == LEFT_BUTTON || button == LEFT_DRAG ||
button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
+ if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
+ return NULL;
+
/*
* Mouse-downs and mouse-drags just cause highlighting
* updates.
}
if (button == RIGHT_BUTTON) {
+ if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
+ return NULL;
+
/*
* Right-clicking only works on a covered square, and it
* toggles between -1 (marked as mine) and -2 (not marked
* At this stage we must never return NULL: we have adjusted
* the ui, so at worst we return `from'.
*/
+ if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
+ return from;
/*
* Left-clicking on a covered square opens a tile. Not
* Drawing routines.
*/
-struct game_drawstate {
- int w, h, started;
- signed char *grid;
+static void game_size(game_params *params, game_drawstate *ds,
+ int *x, int *y, int expand)
+{
+ int tsx, tsy, ts;
/*
- * Items in this `grid' array have all the same values as in
- * the game_state grid, and in addition:
- *
- * - -10 means the tile was drawn `specially' as a result of a
- * flash, so it will always need redrawing.
- *
- * - -22 and -23 mean the tile is highlighted for a possible
- * click.
+ * Each window dimension equals the tile size times 3 more than
+ * the grid dimension (the border is 3/2 the width of the
+ * tiles).
*/
-};
+ tsx = *x / (params->w + 3);
+ tsy = *y / (params->h + 3);
+ ts = min(tsx, tsy);
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
-static void game_size(game_params *params, int *x, int *y)
-{
*x = BORDER * 2 + TILE_SIZE * params->w;
*y = BORDER * 2 + TILE_SIZE * params->h;
}
ds->w = state->w;
ds->h = state->h;
ds->started = FALSE;
+ ds->tilesize = 0; /* not decided yet */
ds->grid = snewn(ds->w * ds->h, signed char);
memset(ds->grid, -99, ds->w * ds->h);
sfree(ds);
}
-static void draw_tile(frontend *fe, int x, int y, int v, int bg)
+static void draw_tile(frontend *fe, game_drawstate *ds,
+ int x, int y, int v, int bg)
{
if (v < 0) {
int coords[12];
v -= 20;
if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
- draw_tile(fe, COORD(x), COORD(y), v, bg);
+ draw_tile(fe, ds, COORD(x), COORD(y), v, bg);
ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
}
}
TRUE, game_text_format,
new_ui,
free_ui,
+ game_changed_state,
make_move,
game_size,
game_colours,