return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
{
/*
* Lower limit on grid size: each dimension must be at least 3.
* _have_ to have a gap somewhere which you can't determine the
* position of.
*/
- if (params->w <= 2 || params->h <= 2)
+ if (full && params->unique && (params->w <= 2 || params->h <= 2))
return "Width and height must both be greater than two";
if (params->n > params->w * params->h - 9)
return "Too many mines for grid size";
*/
ret = snewn((area+3)/4 + 100, char);
p = ret + sprintf(ret, "%d,%d,%s", x, y,
- obfuscate ? "m" : ""); /* 'm' == masked */
+ obfuscate ? "m" : "u"); /* 'm' == masked */
for (i = 0; i < (area+3)/4; i++) {
int v = bmp[i/2];
if (i % 2 == 0)
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
/*
* We generate the coordinates of an initial click even if they
}
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
static char *validate_desc(game_params *params, char *desc)
{
int wh = params->w * params->h;
int x, y;
if (*desc == 'r') {
+ desc++;
if (!*desc || !isdigit((unsigned char)*desc))
return "No initial mine count in game description";
while (*desc && isdigit((unsigned char)*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')
+ if (*desc && isdigit((unsigned char)*desc)) {
+ 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' for `masked' or `u' for `unmasked', if present */
+ if (*desc == 'm' || *desc == 'u')
desc++;
/* now just check length of remainder */
if (strlen(desc) != (wh+3)/4)
* hasn't been generated yet. Generate it based on the
* initial click location.
*/
- char *desc;
+ char *desc, *privdesc;
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);
+ /*
+ * Find the trailing substring of the game description
+ * corresponding to just the mine layout; we will use this
+ * as our second `private' game ID for serialisation.
+ */
+ privdesc = desc;
+ while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
+ if (*privdesc == ',') privdesc++;
+ while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
+ if (*privdesc == ',') privdesc++;
+ assert(*privdesc == 'm');
+ midend_supersede_game_desc(state->layout->me, desc, privdesc);
sfree(desc);
random_free(state->layout->rs);
state->layout->rs = NULL;
} else {
state->layout->rs = NULL;
state->layout->me = NULL;
-
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 && isdigit((unsigned char)*desc)) {
+ 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 */
+ } else {
+ x = y = -1;
+ }
if (*desc == 'm') {
masked = TRUE;
desc++;
} else {
+ if (*desc == 'u')
+ desc++;
/*
* We permit game IDs to be entered by hand without the
* masking transformation.
state->layout->mines[i] = 1;
}
- ret = open_square(state, x, y);
+ if (x >= 0 && y >= 0)
+ ret = open_square(state, x, y);
sfree(bmp);
}
}
static char *solve_game(game_state *state, game_state *currstate,
- game_aux_info *aux, char **error)
+ char *aux, char **error)
{
if (!state->layout->mines) {
*error = "Game has not been started yet";
struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
+ int validradius;
int flash_is_death;
- int deaths;
+ int deaths, completed;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = -1;
- ui->hradius = 0;
+ ui->hradius = ui->validradius = 0;
ui->deaths = 0;
+ ui->completed = FALSE;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
}
sfree(ui);
}
+static char *encode_ui(game_ui *ui)
+{
+ char buf[80];
+ /*
+ * The deaths counter and completion status need preserving
+ * across a serialisation.
+ */
+ sprintf(buf, "D%d", ui->deaths);
+ if (ui->completed)
+ strcat(buf, "C");
+ return dupstr(buf);
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+ int p;
+ sscanf(encoding, "D%d%n", &ui->deaths, &p);
+ if (encoding[p] == 'C')
+ ui->completed = TRUE;
+}
+
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
+ if (newstate->won)
+ ui->completed = TRUE;
}
struct game_drawstate {
ui->hx = cx;
ui->hy = cy;
ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
+ if (button == LEFT_BUTTON)
+ ui->validradius = ui->hradius;
+ else if (button == MIDDLE_BUTTON)
+ ui->validradius = 1;
return "";
}
*/
if (button == LEFT_RELEASE &&
(from->grid[cy * from->w + cx] == -2 ||
- from->grid[cy * from->w + cx] == -3)) {
+ from->grid[cy * from->w + cx] == -3) &&
+ ui->validradius == 0) {
/* Check if you've killed yourself. */
if (from->layout->mines && from->layout->mines[cy * from->w + cx])
ui->deaths++;
* surrounding the tile is equal to its mine count, and if
* so then we open all other surrounding squares.
*/
- if (from->grid[cy * from->w + cx] > 0) {
+ if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) {
int dy, dx, n;
/* Count mine markers. */
* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds,
- int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
- int tsx, tsy, ts;
- /*
- * 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);
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
*x = BORDER * 2 + TILE_SIZE * params->w;
*y = BORDER * 2 + TILE_SIZE * params->h;
}
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
+ draw_polygon(fe, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl);
coords[0] = x;
coords[1] = y;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
+ draw_polygon(fe, coords, 3, COL_HIGHLIGHT ^ hl,
+ COL_HIGHLIGHT ^ hl);
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
SETCOORD(3, 0.25, 0.8);
SETCOORD(4, 0.55, 0.7);
SETCOORD(5, 0.55, 0.35);
- draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
- draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
+ draw_polygon(fe, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
SETCOORD(0, 0.6, 0.2);
SETCOORD(1, 0.6, 0.5);
SETCOORD(2, 0.2, 0.35);
- draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
- draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
+ draw_polygon(fe, coords, 3, COL_FLAG, COL_FLAG);
#undef SETCOORD
} else if (v == -3) {
xdy = -tdy;
}
- draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
- draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
+ draw_polygon(fe, coords, 5*4, COL_MINE, COL_MINE);
draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
}
coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
- draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
+ draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
ds->started = TRUE;
}
return TRUE;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
{
- if (state->dead || state->won || !state->layout->mines)
+ if (state->dead || state->won || ui->completed || !state->layout->mines)
return FALSE;
return TRUE;
}
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
TRUE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
interpret_move,
execute_move,
- game_size,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
* $ ./mineobfusc 9x9:4,4,004000007c00010022080
* 9x9:4,4,mb071b49fbd1cb6a0d5868
*
- * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c
+ * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c misc.c
*/
#include <stdarg.h>
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
void draw_polygon(frontend *fe, int *coords, int npoints,
- int fill, int colour) {}
+ int fillcolour, int outlinecolour) {}
void clip(frontend *fe, int x, int y, int w, int h) {}
void unclip(frontend *fe) {}
void start_draw(frontend *fe) {}
void draw_update(frontend *fe, int x, int y, int w, int h) {}
void end_draw(frontend *fe) {}
-void midend_supersede_game_desc(midend_data *me, char *desc) {}
+void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) {}
void status_bar(frontend *fe, char *text) {}
void fatal(char *fmt, ...)
{
game_params *p;
game_state *s;
- int recurse = TRUE;
char *id = NULL, *desc, *err;
int y, x;
- int grade = FALSE;
while (--argc > 0) {
char *p = *++argv;
if (*p == '-') {
- fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
return 1;
} else {
id = p;