* That hook can talk to the game_ui and set the cheated flag,
* and then make_move can avoid setting the `won' flag after that.
*
- * - delay game description generation until first click
- * + do we actually _need_ to do this? Hmm.
- * + it's a perfectly good puzzle game without
- * + but it might be useful when we start timing, since it
- * ensures the user is really paying attention.
- *
- * - timer
- *
* - question marks (arrgh, preferences?)
*
* - sensible parameter constraints
int unique;
};
+struct mine_layout {
+ /*
+ * This structure is shared between all the game_states for a
+ * given instance of the puzzle, so we reference-count it.
+ */
+ int refcount;
+ char *mines;
+ /*
+ * If we haven't yet actually generated the mine layout, here's
+ * all the data we will need to do so.
+ */
+ int n, unique;
+ random_state *rs;
+ midend_data *me; /* to give back the new game desc */
+};
+
struct game_state {
int w, h, n, dead, won;
- char *mines; /* real mine positions */
- char *grid; /* player knowledge */
+ struct mine_layout *layout; /* real mine positions */
+ signed char *grid; /* player knowledge */
/*
* Each item in the `grid' array is one of the following values:
*
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
ret->n = atoi(cfg[2].sval);
+ if (strchr(cfg[2].sval, '%'))
+ ret->n = ret->n * (ret->w * ret->h) / 100;
ret->unique = cfg[3].ival;
return ret;
return "Width must be greater than zero";
if (params->h <= 0)
return "Height must be greater than zero";
+ if (params->n > params->w * params->h - 9)
+ return "Too many mines for grid size";
/*
* FIXME: Need more constraints here. Not sure what the
std->next[i] = -1;
}
-static void known_squares(int w, int h, struct squaretodo *std, char *grid,
+static void known_squares(int w, int h, struct squaretodo *std,
+ signed char *grid,
int (*open)(void *ctx, int x, int y), void *openctx,
int x, int y, int mask, int mine)
{
* steps were required; the exact return value is the number of
* perturb calls.
*/
-static int minesolve(int w, int h, int n, char *grid,
+static int minesolve(int w, int h, int n, signed char *grid,
int (*open)(void *ctx, int x, int y),
- struct perturbations *(*perturb)(void *ctx, char *grid,
+ struct perturbations *(*perturb)(void *ctx,
+ signed char *grid,
int x, int y, int mask),
void *ctx, random_state *rs)
{
*/
struct minectx {
- char *grid;
+ signed char *grid;
int w, h;
int sx, sy;
random_state *rs;
return 0;
}
-static struct perturbations *mineperturb(void *vctx, char *grid,
+static struct perturbations *mineperturb(void *vctx, signed char *grid,
int setx, int sety, int mask)
{
struct minectx *ctx = (struct minectx *)vctx;
* We bypass this bit if we're not after a unique grid.
*/
if (unique) {
- char *solvegrid = snewn(w*h, char);
+ signed char *solvegrid = snewn(w*h, char);
struct minectx actx, *ctx = &actx;
int solveret, prevret = -2;
}
}
-static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
+ random_state *rs, char **game_desc)
{
- char *grid, *ret, *p;
+ signed char *grid, *ret, *p;
unsigned char *bmp;
- int x, y, i, area;
+ int i, area;
- /*
- * FIXME: allow user to specify initial open square.
- */
- x = random_upto(rs, params->w);
- y = random_upto(rs, params->h);
+ grid = minegen(w, h, n, x, y, unique, rs);
- grid = minegen(params->w, params->h, params->n, x, y, params->unique, rs);
+ if (game_desc) {
+ /*
+ * Set up the mine bitmap and obfuscate it.
+ */
+ area = w * h;
+ bmp = snewn((area + 7) / 8, unsigned char);
+ memset(bmp, 0, (area + 7) / 8);
+ for (i = 0; i < area; i++) {
+ if (grid[i])
+ bmp[i / 8] |= 0x80 >> (i % 8);
+ }
+ obfuscate_bitmap(bmp, area, FALSE);
- /*
- * Set up the mine bitmap and obfuscate it.
- */
- area = params->w * params->h;
- bmp = snewn((area + 7) / 8, unsigned char);
- memset(bmp, 0, (area + 7) / 8);
- for (i = 0; i < area; i++) {
- if (grid[i])
- bmp[i / 8] |= 0x80 >> (i % 8);
- }
- obfuscate_bitmap(bmp, area, FALSE);
+ /*
+ * Now encode the resulting bitmap in hex. We can work to
+ * nibble rather than byte granularity, since the obfuscation
+ * function guarantees to return a bit string of the same
+ * length as its input.
+ */
+ ret = snewn((area+3)/4 + 100, char);
+ p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
+ for (i = 0; i < (area+3)/4; i++) {
+ int v = bmp[i/2];
+ if (i % 2 == 0)
+ v >>= 4;
+ *p++ = "0123456789abcdef"[v & 0xF];
+ }
+ *p = '\0';
- /*
- * Now encode the resulting bitmap in hex. We can work to
- * nibble rather than byte granularity, since the obfuscation
- * function guarantees to return a bit string of the same
- * length as its input.
- */
- ret = snewn((area+3)/4 + 100, char);
- p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
- for (i = 0; i < (area+3)/4; i++) {
- int v = bmp[i/2];
- if (i % 2 == 0)
- v >>= 4;
- *p++ = "0123456789abcdef"[v & 0xF];
- }
- *p = '\0';
+ sfree(bmp);
- sfree(bmp);
+ *game_desc = ret;
+ }
- return ret;
+ return grid;
+}
+
+static char *new_game_desc(game_params *params, random_state *rs,
+ game_aux_info **aux, int interactive)
+{
+ if (!interactive) {
+ /*
+ * For batch-generated grids, pre-open one square.
+ */
+ int x = random_upto(rs, params->w);
+ int y = random_upto(rs, params->h);
+ signed char *grid;
+ char *desc;
+
+ grid = new_mine_layout(params->w, params->h, params->n,
+ x, y, params->unique, rs, &desc);
+ sfree(grid);
+ return desc;
+ } else {
+ char *rsdesc, *desc;
+
+ rsdesc = random_state_encode(rs);
+ desc = snewn(strlen(rsdesc) + 100, char);
+ sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc);
+ sfree(rsdesc);
+ return desc;
+ }
}
static void game_free_aux_info(game_aux_info *aux)
int wh = params->w * params->h;
int x, y;
- if (!*desc || !isdigit((unsigned char)*desc))
- return "No initial x-coordinate in game description";
- x = atoi(desc);
- if (x < 0 || x >= params->w)
- return "Initial x-coordinate was out of range";
- while (*desc && isdigit((unsigned char)*desc))
- desc++; /* skip over x coordinate */
- if (*desc != ',')
- return "No ',' after initial x-coordinate in game description";
- desc++; /* eat comma */
- if (!*desc || !isdigit((unsigned char)*desc))
- return "No initial y-coordinate in game description";
- y = atoi(desc);
- if (y < 0 || y >= params->h)
- return "Initial y-coordinate was out of range";
- while (*desc && isdigit((unsigned char)*desc))
- desc++; /* skip over y coordinate */
- if (*desc != ',')
- return "No ',' after initial y-coordinate in game description";
- desc++; /* eat comma */
- /* eat `m', meaning `masked', if present */
- if (*desc == 'm')
+ if (*desc == 'r') {
+ if (!*desc || !isdigit((unsigned char)*desc))
+ return "No initial mine count in game description";
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over mine count */
+ if (*desc != ',')
+ return "No ',' after initial x-coordinate in game description";
desc++;
- /* now just check length of remainder */
- if (strlen(desc) != (wh+3)/4)
- return "Game description is wrong length";
+ if (*desc != 'u' && *desc != 'a')
+ return "No uniqueness specifier in game description";
+ desc++;
+ if (*desc != ',')
+ return "No ',' after uniqueness specifier in game description";
+ /* now ignore the rest */
+ } else {
+ if (!*desc || !isdigit((unsigned char)*desc))
+ return "No initial x-coordinate in game description";
+ x = atoi(desc);
+ if (x < 0 || x >= params->w)
+ return "Initial x-coordinate was out of range";
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over x coordinate */
+ if (*desc != ',')
+ return "No ',' after initial x-coordinate in game description";
+ desc++; /* eat comma */
+ if (!*desc || !isdigit((unsigned char)*desc))
+ return "No initial y-coordinate in game description";
+ y = atoi(desc);
+ if (y < 0 || y >= params->h)
+ return "Initial y-coordinate was out of range";
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over y coordinate */
+ if (*desc != ',')
+ return "No ',' after initial y-coordinate in game description";
+ desc++; /* eat comma */
+ /* eat `m', meaning `masked', if present */
+ if (*desc == 'm')
+ desc++;
+ /* now just check length of remainder */
+ if (strlen(desc) != (wh+3)/4)
+ return "Game description is wrong length";
+ }
return NULL;
}
int w = state->w, h = state->h;
int xx, yy, nmines, ncovered;
- if (state->mines[y*w+x]) {
+ if (!state->layout->mines) {
+ /*
+ * We have a preliminary game in which the mine layout
+ * hasn't been generated yet. Generate it based on the
+ * initial click location.
+ */
+ char *desc;
+ state->layout->mines = new_mine_layout(w, h, state->layout->n,
+ x, y, state->layout->unique,
+ state->layout->rs,
+ &desc);
+ midend_supersede_game_desc(state->layout->me, desc);
+ sfree(desc);
+ random_free(state->layout->rs);
+ state->layout->rs = NULL;
+ }
+
+ if (state->layout->mines[y*w+x]) {
/*
* The player has landed on a mine. Bad luck. Expose all
* the mines.
state->dead = TRUE;
for (yy = 0; yy < h; yy++)
for (xx = 0; xx < w; xx++) {
- if (state->mines[yy*w+xx] &&
+ if (state->layout->mines[yy*w+xx] &&
(state->grid[yy*w+xx] == -2 ||
state->grid[yy*w+xx] == -3)) {
state->grid[yy*w+xx] = 64;
}
- if (!state->mines[yy*w+xx] &&
+ if (!state->layout->mines[yy*w+xx] &&
state->grid[yy*w+xx] == -1) {
state->grid[yy*w+xx] = 66;
}
if (state->grid[yy*w+xx] == -10) {
int dx, dy, v;
- assert(!state->mines[yy*w+xx]);
+ assert(!state->layout->mines[yy*w+xx]);
v = 0;
for (dy = -1; dy <= +1; dy++)
if (xx+dx >= 0 && xx+dx < state->w &&
yy+dy >= 0 && yy+dy < state->h &&
- state->mines[(yy+dy)*w+(xx+dx)])
+ state->layout->mines[(yy+dy)*w+(xx+dx)])
v++;
state->grid[yy*w+xx] = v;
for (xx = 0; xx < w; xx++) {
if (state->grid[yy*w+xx] < 0)
ncovered++;
- if (state->mines[yy*w+xx])
+ if (state->layout->mines[yy*w+xx])
nmines++;
}
assert(ncovered >= nmines);
return 0;
}
-static game_state *new_game(game_params *params, char *desc)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int i, wh, x, y, ret, masked;
state->dead = state->won = FALSE;
wh = state->w * state->h;
- state->mines = snewn(wh, char);
-
- x = atoi(desc);
- while (*desc && isdigit((unsigned char)*desc))
- desc++; /* skip over x coordinate */
- if (*desc) desc++; /* eat comma */
- y = atoi(desc);
- while (*desc && isdigit((unsigned char)*desc))
- desc++; /* skip over y coordinate */
- if (*desc) desc++; /* eat comma */
-
- if (*desc == 'm') {
- masked = TRUE;
- desc++;
- } else {
- /*
- * We permit game IDs to be entered by hand without the
- * masking transformation.
- */
- masked = FALSE;
- }
- bmp = snewn((wh + 7) / 8, unsigned char);
- memset(bmp, 0, (wh + 7) / 8);
- for (i = 0; i < (wh+3)/4; i++) {
- int c = desc[i];
- int v;
-
- assert(c != 0); /* validate_desc should have caught */
- if (c >= '0' && c <= '9')
- v = c - '0';
- else if (c >= 'a' && c <= 'f')
- v = c - 'a' + 10;
- else if (c >= 'A' && c <= 'F')
- v = c - 'A' + 10;
+ state->layout = snew(struct mine_layout);
+ state->layout->refcount = 1;
+
+ state->grid = snewn(wh, char);
+ memset(state->grid, -2, wh);
+
+ if (*desc == 'r') {
+ desc++;
+ state->layout->n = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over mine count */
+ if (*desc) desc++; /* eat comma */
+ if (*desc == 'a')
+ state->layout->unique = FALSE;
else
- v = 0;
+ state->layout->unique = TRUE;
+ desc++;
+ if (*desc) desc++; /* eat comma */
- bmp[i / 2] |= v << (4 * (1 - (i % 2)));
- }
+ state->layout->mines = NULL;
+ state->layout->rs = random_state_decode(desc);
+ state->layout->me = me;
- if (masked)
- obfuscate_bitmap(bmp, wh, TRUE);
+ } else {
- memset(state->mines, 0, wh);
- for (i = 0; i < wh; i++) {
- if (bmp[i / 8] & (0x80 >> (i % 8)))
- state->mines[i] = 1;
- }
+ state->layout->mines = snewn(wh, char);
+ x = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over x coordinate */
+ if (*desc) desc++; /* eat comma */
+ y = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over y coordinate */
+ if (*desc) desc++; /* eat comma */
+
+ if (*desc == 'm') {
+ masked = TRUE;
+ desc++;
+ } else {
+ /*
+ * We permit game IDs to be entered by hand without the
+ * masking transformation.
+ */
+ masked = FALSE;
+ }
- state->grid = snewn(wh, char);
- memset(state->grid, -2, wh);
+ bmp = snewn((wh + 7) / 8, unsigned char);
+ memset(bmp, 0, (wh + 7) / 8);
+ for (i = 0; i < (wh+3)/4; i++) {
+ int c = desc[i];
+ int v;
+
+ assert(c != 0); /* validate_desc should have caught */
+ if (c >= '0' && c <= '9')
+ v = c - '0';
+ else if (c >= 'a' && c <= 'f')
+ v = c - 'a' + 10;
+ else if (c >= 'A' && c <= 'F')
+ v = c - 'A' + 10;
+ else
+ v = 0;
+
+ bmp[i / 2] |= v << (4 * (1 - (i % 2)));
+ }
- ret = open_square(state, x, y);
- /*
- * FIXME: This shouldn't be an assert. Perhaps we actually
- * ought to check it in validate_params! Alternatively, we can
- * remove the assert completely and actually permit a game
- * description to start you off dead.
- */
- assert(ret != -1);
+ if (masked)
+ obfuscate_bitmap(bmp, wh, TRUE);
+
+ memset(state->layout->mines, 0, wh);
+ for (i = 0; i < wh; i++) {
+ if (bmp[i / 8] & (0x80 >> (i % 8)))
+ state->layout->mines[i] = 1;
+ }
+
+ ret = open_square(state, x, y);
+ }
return state;
}
ret->n = state->n;
ret->dead = state->dead;
ret->won = state->won;
- ret->mines = snewn(ret->w * ret->h, char);
- memcpy(ret->mines, state->mines, ret->w * ret->h);
+ ret->layout = state->layout;
+ ret->layout->refcount++;
ret->grid = snewn(ret->w * ret->h, char);
memcpy(ret->grid, state->grid, ret->w * ret->h);
static void free_game(game_state *state)
{
- sfree(state->mines);
+ if (--state->layout->refcount <= 0) {
+ sfree(state->layout->mines);
+ if (state->layout->rs)
+ random_free(state->layout->rs);
+ sfree(state->layout);
+ }
sfree(state->grid);
sfree(state);
}
static char *game_text_format(game_state *state)
{
- return NULL;
+ char *ret;
+ int x, y;
+
+ ret = snewn((state->w + 1) * state->h + 1, char);
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int v = state->grid[y*state->w+x];
+ if (v == 0)
+ v = '-';
+ else if (v >= 1 && v <= 8)
+ v = '0' + v;
+ else if (v == -1)
+ v = '*';
+ else if (v == -2 || v == -3)
+ v = '?';
+ else if (v >= 64)
+ v = '!';
+ ret[y * (state->w+1) + x] = v;
+ }
+ ret[y * (state->w+1) + state->w] = '\n';
+ }
+ ret[(state->w + 1) * state->h] = '\0';
+
+ return ret;
}
struct game_ui {
struct game_drawstate {
int w, h, started;
- char *grid;
+ signed char *grid;
/*
* Items in this `grid' array have all the same values as in
* the game_state grid, and in addition:
if (v == -1)
markers++;
- if (state->mines[y*ds->w+x])
+ if (state->layout->mines && state->layout->mines[y*ds->w+x])
mines++;
if ((v == -2 || v == -3) &&
}
}
+ if (!state->layout->mines)
+ mines = state->layout->n;
+
/*
* Update the status bar.
*/
return TRUE;
}
+static int game_timing_state(game_state *state)
+{
+ if (state->dead || state->won || !state->layout->mines)
+ return FALSE;
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame mines
#endif
dup_game,
free_game,
FALSE, solve_game,
- FALSE, game_text_format,
+ TRUE, game_text_format,
new_ui,
free_ui,
make_move,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ TRUE, game_timing_state,
};