X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/17bebcac7bf49c2927fb3bc0d63a6fdc268eb0d7..522ed78193ce3bb0e5b88f96ac7d2ec4c6c6e2a5:/mines.c?ds=sidebyside diff --git a/mines.c b/mines.c index 6a3d7aa..5afefe6 100644 --- a/mines.c +++ b/mines.c @@ -237,12 +237,22 @@ static game_params *custom_params(config_item *cfg) static char *validate_params(game_params *params) { - if (params->w <= 0 && params->h <= 0) - return "Width and height must both be greater than zero"; - if (params->w <= 0) - return "Width must be greater than zero"; - if (params->h <= 0) - return "Height must be greater than zero"; + /* + * Lower limit on grid size: each dimension must be at least 3. + * 1 is theoretically workable if rather boring, but 2 is a + * real problem: there is often _no_ way to generate a uniquely + * solvable 2xn Mines grid. You either run into two mines + * blocking the way and no idea what's behind them, or one mine + * and no way to know which of the two rows it's in. If the + * mine count is even you can create a soluble grid by packing + * all the mines at one end (so what when you hit a two-mine + * wall there are only as many covered squares left as there + * are mines); but if it's odd, you are doomed, because you + * _have_ to have a gap somewhere which you can't determine the + * position of. + */ + if (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"; @@ -2031,12 +2041,24 @@ static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, static char *new_game_desc(game_params *params, random_state *rs, game_aux_info **aux, int interactive) { + /* + * We generate the coordinates of an initial click even if they + * aren't actually used. This has the effect of harmonising the + * random number usage between interactive and batch use: if + * you use `mines --generate' with an explicit random seed, you + * should get exactly the same results as if you type the same + * random seed into the interactive game and click in the same + * initial location. (Of course you won't get the same grid if + * you click in a _different_ initial location, but there's + * nothing to be done about that.) + */ + int x = random_upto(rs, params->w); + int y = random_upto(rs, params->h); + 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; @@ -2859,7 +2881,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, bg = COL_BACKGROUND; if (!ds->started) { - int coords[6]; + int coords[10]; draw_rect(fe, 0, 0, TILE_SIZE * state->w + 2 * BORDER, @@ -2875,15 +2897,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1; coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; - coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; - coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; - draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); + coords[4] = coords[2] - TILE_SIZE; + coords[5] = coords[3] + TILE_SIZE; + coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; + 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); coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); + draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT); + draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT); ds->started = TRUE; }