X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/9914f9b60546eb68193b44a1a7846b3d478bca91..2964478b2dafe4131944bf92a975e8f07fb10a21:/mines.c diff --git a/mines.c b/mines.c index 5023faa..e888224 100644 --- a/mines.c +++ b/mines.c @@ -2,22 +2,9 @@ * mines.c: Minesweeper clone with sophisticated grid generation. * * Still TODO: - * - * - possibly disable undo? Or alternatively mark game states as - * `cheated', although that's horrid. - * + OK. Rather than _disabling_ undo, we have a hook callable - * in the game backend which is called before we do an undo. - * 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. * - * - question marks (arrgh, preferences?) - * - * - sensible parameter constraints - * + 30x16: 191 mines just about works if rather slowly, 192 is - * just about doom (the latter corresponding to a density of - * exactly 1 in 2.5) - * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow. - * + it might not be feasible to work out the exact limit + * - think about configurably supporting question marks. Once, + * that is, we've thought about configurability in general! */ #include @@ -38,10 +25,11 @@ enum { 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 ) @@ -108,24 +96,25 @@ static game_params *default_params(void) return ret; } +static const struct game_params mines_presets[] = { + {9, 9, 10, TRUE}, + {9, 9, 35, TRUE}, + {16, 16, 40, TRUE}, + {16, 16, 99, TRUE}, + {30, 16, 99, TRUE}, + {30, 16, 170, TRUE}, +}; + static int game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char str[80]; - static const struct { int w, h, n; } values[] = { - {9, 9, 10}, - {16, 16, 40}, - {30, 16, 99}, - }; - if (i < 0 || i >= lenof(values)) + if (i < 0 || i >= lenof(mines_presets)) return FALSE; ret = snew(game_params); - ret->w = values[i].w; - ret->h = values[i].h; - ret->n = values[i].n; - ret->unique = TRUE; + *ret = mines_presets[i]; sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n); @@ -250,12 +239,22 @@ 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"; @@ -561,9 +560,11 @@ static void std_add(struct squaretodo *std, int i) std->next[i] = -1; } +typedef int (*open_cb)(void *, int, int); + static void known_squares(int w, int h, struct squaretodo *std, - signed char *grid, - int (*open)(void *ctx, int x, int y), void *openctx, + signed char *grid, + open_cb open, void *openctx, int x, int y, int mask, int mine) { int xx, yy, bit; @@ -629,11 +630,12 @@ struct perturbations { * steps were required; the exact return value is the number of * perturb calls. */ + +typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int); + 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, - signed char *grid, - int x, int y, int mask), + open_cb open, + perturb_cb perturb, void *ctx, random_state *rs) { struct setstore *ss = ss_new(); @@ -1086,7 +1088,7 @@ static int minesolve(int w, int h, int n, signed char *grid, * next. Backtrack cursor to the nearest 1, * change it to a 0 and continue. */ - while (cursor-- >= 0 && !setused[cursor]); + while (--cursor >= 0 && !setused[cursor]); if (cursor >= 0) { assert(setused[cursor]); @@ -1166,13 +1168,18 @@ static int minesolve(int w, int h, int n, signed char *grid, * * If we have no sets at all, we must give up. */ - if (count234(ss->sets) == 0) - break; - s = index234(ss->sets, random_upto(rs, count234(ss->sets))); + if (count234(ss->sets) == 0) { +#ifdef SOLVER_DIAGNOSTICS + printf("perturbing on entire unknown set\n"); +#endif + ret = perturb(ctx, grid, 0, 0, 0); + } else { + s = index234(ss->sets, random_upto(rs, count234(ss->sets))); #ifdef SOLVER_DIAGNOSTICS - printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask); + printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask); #endif - ret = perturb(ctx, grid, s->x, s->y, s->mask); + ret = perturb(ctx, grid, s->x, s->y, s->mask); + } if (ret) { assert(ret->n > 0); /* otherwise should have been NULL */ @@ -1182,6 +1189,8 @@ static int minesolve(int w, int h, int n, signed char *grid, * the returned structure tells us which. Adjust * the mine count in any set which overlaps one of * those squares, and put them back on the to-do + * list. Also, if the square itself is marked as a + * known non-mine, put it back on the squares-to-do * list. */ for (i = 0; i < ret->n; i++) { @@ -1191,6 +1200,11 @@ static int minesolve(int w, int h, int n, signed char *grid, ret->changes[i].x, ret->changes[i].y); #endif + if (ret->changes[i].delta < 0 && + grid[ret->changes[i].y*w+ret->changes[i].x] != -2) { + std_add(std, ret->changes[i].y*w+ret->changes[i].x); + } + list = ss_overlap(ss, ret->changes[i].x, ret->changes[i].y, 1); @@ -1212,7 +1226,7 @@ static int minesolve(int w, int h, int n, signed char *grid, /* * Dump the current known state of the grid. */ - printf("state after perturbation:\n", nperturbs); + printf("state after perturbation:\n"); for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { int v = grid[y*w+x]; @@ -1281,9 +1295,10 @@ static int minesolve(int w, int h, int n, signed char *grid, */ struct minectx { - signed char *grid; + char *grid; int w, h; int sx, sy; + int allow_big_perturbs; random_state *rs; }; @@ -1340,15 +1355,35 @@ static int squarecmp(const void *av, const void *bv) return 0; } +/* + * Normally this function is passed an (x,y,mask) set description. + * On occasions, though, there is no _localised_ set being used, + * and the set being perturbed is supposed to be the entirety of + * the unreachable area. This is signified by the special case + * mask==0: in this case, anything labelled -2 in the grid is part + * of the set. + * + * Allowing perturbation in this special case appears to make it + * guaranteeably possible to generate a workable grid for any mine + * density, but they tend to be a bit boring, with mines packed + * densely into far corners of the grid and the remainder being + * less dense than one might like. Therefore, to improve overall + * grid quality I disable this feature for the first few attempts, + * and fall back to it after no useful grid has been generated. + */ static struct perturbations *mineperturb(void *vctx, signed char *grid, int setx, int sety, int mask) { struct minectx *ctx = (struct minectx *)vctx; struct square *sqlist; int x, y, dx, dy, i, n, nfull, nempty; - struct square *tofill[9], *toempty[9], **todo; + struct square **tofill, **toempty, **todo; int ntofill, ntoempty, ntodo, dtodo, dset; struct perturbations *ret; + int *setlist; + + if (!mask && !ctx->allow_big_perturbs) + return NULL; /* * Make a list of all the squares in the grid which we can @@ -1379,9 +1414,10 @@ static struct perturbations *mineperturb(void *vctx, signed char *grid, * If this square is in the input set, also don't put * it on the list! */ - if (x >= setx && x < setx + 3 && - y >= sety && y < sety + 3 && - mask & (1 << ((y-sety)*3+(x-setx)))) + if ((mask == 0 && grid[y*ctx->w+x] == -2) || + (x >= setx && x < setx + 3 && + y >= sety && y < sety + 3 && + mask & (1 << ((y-sety)*3+(x-setx))))) continue; sqlist[n].x = x; @@ -1424,16 +1460,27 @@ static struct perturbations *mineperturb(void *vctx, signed char *grid, * we've been provided. */ nfull = nempty = 0; - for (dy = 0; dy < 3; dy++) - for (dx = 0; dx < 3; dx++) - if (mask & (1 << (dy*3+dx))) { - assert(setx+dx <= ctx->w); - assert(sety+dy <= ctx->h); - if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) - nfull++; - else - nempty++; - } + if (mask) { + for (dy = 0; dy < 3; dy++) + for (dx = 0; dx < 3; dx++) + if (mask & (1 << (dy*3+dx))) { + assert(setx+dx <= ctx->w); + assert(sety+dy <= ctx->h); + if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) + nfull++; + else + nempty++; + } + } else { + for (y = 0; y < ctx->h; y++) + for (x = 0; x < ctx->w; x++) + if (grid[y*ctx->w+x] == -2) { + if (ctx->grid[y*ctx->w+x]) + nfull++; + else + nempty++; + } + } /* * Now go through our sorted list until we find either `nfull' @@ -1443,6 +1490,13 @@ static struct perturbations *mineperturb(void *vctx, signed char *grid, * overall. */ ntofill = ntoempty = 0; + if (mask) { + tofill = snewn(9, struct square *); + toempty = snewn(9, struct square *); + } else { + tofill = snewn(ctx->w * ctx->h, struct square *); + toempty = snewn(ctx->w * ctx->h, struct square *); + } for (i = 0; i < n; i++) { struct square *sq = &sqlist[i]; if (ctx->grid[sq->y * ctx->w + sq->x]) @@ -1454,12 +1508,55 @@ static struct perturbations *mineperturb(void *vctx, signed char *grid, } /* - * If this didn't work at all, I think we just give up. + * If we haven't found enough empty squares outside the set to + * empty it into _or_ enough full squares outside it to fill it + * up with, we'll have to settle for doing only a partial job. + * In this case we choose to always _fill_ the set (because + * this case will tend to crop up when we're working with very + * high mine densities and the only way to get a solvable grid + * is going to be to pack most of the mines solidly around the + * edges). So now our job is to make a list of the empty + * squares in the set, and shuffle that list so that we fill a + * random selection of them. */ if (ntofill != nfull && ntoempty != nempty) { - sfree(sqlist); - return NULL; - } + int k; + + assert(ntoempty != 0); + + setlist = snewn(ctx->w * ctx->h, int); + i = 0; + if (mask) { + for (dy = 0; dy < 3; dy++) + for (dx = 0; dx < 3; dx++) + if (mask & (1 << (dy*3+dx))) { + assert(setx+dx <= ctx->w); + assert(sety+dy <= ctx->h); + if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)]) + setlist[i++] = (sety+dy)*ctx->w+(setx+dx); + } + } else { + for (y = 0; y < ctx->h; y++) + for (x = 0; x < ctx->w; x++) + if (grid[y*ctx->w+x] == -2) { + if (!ctx->grid[y*ctx->w+x]) + setlist[i++] = y*ctx->w+x; + } + } + assert(i > ntoempty); + /* + * Now pick `ntoempty' items at random from the list. + */ + for (k = 0; k < ntoempty; k++) { + int index = k + random_upto(ctx->rs, i - k); + int tmp; + + tmp = setlist[k]; + setlist[k] = setlist[index]; + setlist[index] = tmp; + } + } else + setlist = NULL; /* * Now we're pretty much there. We need to either @@ -1479,11 +1576,17 @@ static struct perturbations *mineperturb(void *vctx, signed char *grid, ntodo = ntofill; dtodo = +1; dset = -1; + sfree(toempty); } else { + /* + * (We also fall into this case if we've constructed a + * setlist.) + */ todo = toempty; ntodo = ntoempty; dtodo = -1; dset = +1; + sfree(tofill); } ret->n = 2 * ntodo; ret->changes = snewn(ret->n, struct perturbation); @@ -1493,20 +1596,45 @@ static struct perturbations *mineperturb(void *vctx, signed char *grid, ret->changes[i].delta = dtodo; } /* now i == ntodo */ - for (dy = 0; dy < 3; dy++) - for (dx = 0; dx < 3; dx++) - if (mask & (1 << (dy*3+dx))) { - int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1); - if (dset == -currval) { - ret->changes[i].x = setx + dx; - ret->changes[i].y = sety + dy; - ret->changes[i].delta = dset; - i++; + if (setlist) { + int j; + assert(todo == toempty); + for (j = 0; j < ntoempty; j++) { + ret->changes[i].x = setlist[j] % ctx->w; + ret->changes[i].y = setlist[j] / ctx->w; + ret->changes[i].delta = dset; + i++; + } + sfree(setlist); + } else if (mask) { + for (dy = 0; dy < 3; dy++) + for (dx = 0; dx < 3; dx++) + if (mask & (1 << (dy*3+dx))) { + int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1); + if (dset == -currval) { + ret->changes[i].x = setx + dx; + ret->changes[i].y = sety + dy; + ret->changes[i].delta = dset; + i++; + } } - } + } else { + for (y = 0; y < ctx->h; y++) + for (x = 0; x < ctx->w; x++) + if (grid[y*ctx->w+x] == -2) { + int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1); + if (dset == -currval) { + ret->changes[i].x = x; + ret->changes[i].y = y; + ret->changes[i].delta = dset; + i++; + } + } + } assert(i == ret->n); sfree(sqlist); + sfree(todo); /* * Having set up the precise list of changes we're going to @@ -1593,9 +1721,11 @@ static char *minegen(int w, int h, int n, int x, int y, int unique, { char *ret = snewn(w*h, char); int success; + int ntries = 0; do { success = FALSE; + ntries++; memset(ret, 0, w*h); @@ -1660,7 +1790,7 @@ static char *minegen(int w, int h, int n, int x, int y, int unique, * We bypass this bit if we're not after a unique grid. */ if (unique) { - signed char *solvegrid = snewn(w*h, char); + signed char *solvegrid = snewn(w*h, signed char); struct minectx actx, *ctx = &actx; int solveret, prevret = -2; @@ -1670,6 +1800,7 @@ static char *minegen(int w, int h, int n, int x, int y, int unique, ctx->sx = x; ctx->sy = y; ctx->rs = rs; + ctx->allow_big_perturbs = (ntries > 100); while (1) { memset(solvegrid, -2, w*h); @@ -1697,118 +1828,51 @@ static char *minegen(int w, int h, int n, int x, int y, int unique, 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) +static char *describe_layout(char *grid, int area, int x, int y, + int obfuscate) { - int bytes, firsthalf, secondhalf; - struct step { - unsigned char *seedstart; - int seedlen; - unsigned char *targetstart; - int targetlen; - } steps[2]; - int i, j; + char *ret, *p; + unsigned char *bmp; + int i; /* - * 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. + * Set up the mine bitmap and obfuscate it. */ + 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); + } + if (obfuscate) + obfuscate_bitmap(bmp, area, FALSE); - 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)); + /* + * 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,%s", x, y, + obfuscate ? "m" : "u"); /* '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); + + return ret; } static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, random_state *rs, char **game_desc) { - signed char *grid, *ret, *p; - unsigned char *bmp; - int i, area; + char *grid; #ifdef TEST_OBFUSCATION static int tested_obfuscation = FALSE; @@ -1875,53 +1939,34 @@ static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, grid = minegen(w, h, n, x, y, 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); - - /* - * 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); - - *game_desc = ret; - } + if (game_desc) + *game_desc = describe_layout(grid, w * h, x, y, TRUE); return grid; } 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 + * 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 *grid; char *desc; grid = new_mine_layout(params->w, params->h, params->n, @@ -1933,23 +1978,19 @@ static char *new_game_desc(game_params *params, random_state *rs, rsdesc = random_state_encode(rs); desc = snewn(strlen(rsdesc) + 100, char); - sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc); + sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc); sfree(rsdesc); return desc; } } -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)) @@ -1964,28 +2005,28 @@ static char *validate_desc(game_params *params, 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) @@ -2006,12 +2047,23 @@ static int open_square(game_state *state, int x, int y) * 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; @@ -2019,22 +2071,11 @@ static int open_square(game_state *state, int x, int y) if (state->layout->mines[y*w+x]) { /* - * The player has landed on a mine. Bad luck. Expose all - * the mines. + * The player has landed on a mine. Bad luck. Expose the + * mine that killed them, but not the rest (in case they + * want to Undo and carry on playing). */ state->dead = TRUE; - for (yy = 0; yy < h; yy++) - for (xx = 0; xx < 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->layout->mines[yy*w+xx] && - state->grid[yy*w+xx] == -1) { - state->grid[yy*w+xx] = 66; - } - } state->grid[y*w+x] = 65; return -1; } @@ -2131,9 +2172,10 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) wh = state->w * state->h; state->layout = snew(struct mine_layout); + memset(state->layout, 0, sizeof(struct mine_layout)); state->layout->refcount = 1; - state->grid = snewn(wh, char); + state->grid = snewn(wh, signed char); memset(state->grid, -2, wh); if (*desc == 'r') { @@ -2156,21 +2198,27 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) } 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. @@ -2206,7 +2254,9 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) state->layout->mines[i] = 1; } - ret = open_square(state, x, y); + if (x >= 0 && y >= 0) + ret = open_square(state, x, y); + sfree(bmp); } return state; @@ -2225,7 +2275,7 @@ static game_state *dup_game(game_state *state) ret->just_used_solve = state->just_used_solve; ret->layout = state->layout; ret->layout->refcount++; - ret->grid = snewn(ret->w * ret->h, char); + ret->grid = snewn(ret->w * ret->h, signed char); memcpy(ret->grid, state->grid, ret->w * ret->h); return ret; @@ -2243,46 +2293,15 @@ static void free_game(game_state *state) sfree(state); } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) { - /* - * Simply expose the entire grid as if it were a completed - * solution. - */ - game_state *ret; - int yy, xx; - if (!state->layout->mines) { - *error = "Game has not been started yet"; - return NULL; + *error = "Game has not been started yet"; + return NULL; } - ret = dup_game(state); - for (yy = 0; yy < ret->h; yy++) - for (xx = 0; xx < ret->w; xx++) { - - if (ret->layout->mines[yy*ret->w+xx]) { - ret->grid[yy*ret->w+xx] = -1; - } else { - int dx, dy, v; - - v = 0; - - for (dx = -1; dx <= +1; dx++) - for (dy = -1; dy <= +1; dy++) - if (xx+dx >= 0 && xx+dx < ret->w && - yy+dy >= 0 && yy+dy < ret->h && - ret->layout->mines[(yy+dy)*ret->w+(xx+dx)]) - v++; - - ret->grid[yy*ret->w+xx] = v; - } - } - ret->used_solve = ret->just_used_solve = TRUE; - ret->won = TRUE; - - return ret; + return dupstr("S"); } static char *game_text_format(game_state *state) @@ -2316,6 +2335,7 @@ static char *game_text_format(game_state *state) struct game_ui { int hx, hy, hradius; /* for mouse-down highlights */ int flash_is_death; + int deaths; }; static game_ui *new_ui(game_state *state) @@ -2323,6 +2343,7 @@ static game_ui *new_ui(game_state *state) game_ui *ui = snew(game_ui); ui->hx = ui->hy = -1; ui->hradius = 0; + ui->deaths = 0; ui->flash_is_death = FALSE; /* *shrug* */ return ui; } @@ -2332,11 +2353,46 @@ static void free_ui(game_ui *ui) sfree(ui); } -static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static char *encode_ui(game_ui *ui) +{ + char buf[80]; + /* + * The deaths counter needs preserving across a serialisation. + */ + sprintf(buf, "D%d", ui->deaths); + return dupstr(buf); +} + +static void decode_ui(game_ui *ui, char *encoding) +{ + sscanf(encoding, "D%d", &ui->deaths); +} + +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 char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, + int x, int y, int button) { - game_state *ret; int cx, cy; + char buf[256]; if (from->dead || from->won) return NULL; /* no further moves permitted */ @@ -2347,10 +2403,12 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, 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) { + 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. @@ -2358,10 +2416,13 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->hx = cx; ui->hy = cy; ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0); - return from; + return ""; } 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 @@ -2373,40 +2434,42 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, from->grid[cy * from->w + cx] != -1) return NULL; - ret = dup_game(from); - ret->just_used_solve = FALSE; - ret->grid[cy * from->w + cx] ^= (-2 ^ -1); - - return ret; + sprintf(buf, "F%d,%d", cx, cy); + return dupstr(buf); } - if (button == LEFT_RELEASE) { + if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) { ui->hx = ui->hy = -1; ui->hradius = 0; /* * At this stage we must never return NULL: we have adjusted - * the ui, so at worst we return `from'. + * the ui, so at worst we return "". */ + if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h) + return ""; /* * Left-clicking on a covered square opens a tile. Not * permitted if the tile is marked as a mine, for safety. * (Unmark it and _then_ open it.) */ - if (from->grid[cy * from->w + cx] == -2 || - from->grid[cy * from->w + cx] == -3) { - ret = dup_game(from); - ret->just_used_solve = FALSE; - open_square(ret, cx, cy); - return ret; + if (button == LEFT_RELEASE && + (from->grid[cy * from->w + cx] == -2 || + from->grid[cy * from->w + cx] == -3)) { + /* Check if you've killed yourself. */ + if (from->layout->mines && from->layout->mines[cy * from->w + cx]) + ui->deaths++; + + sprintf(buf, "O%d,%d", cx, cy); + return dupstr(buf); } /* - * Left-clicking on an uncovered tile: first we check to see if - * the number of mine markers surrounding the tile is equal to - * its mine count, and if so then we open all other surrounding - * squares. + * Left-clicking or middle-clicking on an uncovered tile: + * first we check to see if the number of mine markers + * 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) { int dy, dx, n; @@ -2422,8 +2485,101 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, } if (n == from->grid[cy * from->w + cx]) { - ret = dup_game(from); - ret->just_used_solve = FALSE; + + /* + * Now see if any of the squares we're clearing + * contains a mine (which will happen iff you've + * incorrectly marked the mines around the clicked + * square). If so, we open _just_ those squares, to + * reveal as little additional information as we + * can. + */ + char *p = buf; + char *sep = ""; + + for (dy = -1; dy <= +1; dy++) + for (dx = -1; dx <= +1; dx++) + if (cx+dx >= 0 && cx+dx < from->w && + cy+dy >= 0 && cy+dy < from->h) { + if (from->grid[(cy+dy)*from->w+(cx+dx)] != -1 && + from->layout->mines && + from->layout->mines[(cy+dy)*from->w+(cx+dx)]) { + p += sprintf(p, "%sO%d,%d", sep, cx+dx, cy+dy); + sep = ";"; + } + } + + if (p > buf) { + ui->deaths++; + } else { + sprintf(buf, "C%d,%d", cx, cy); + } + + return dupstr(buf); + } + } + + return ""; + } + + return NULL; +} + +static game_state *execute_move(game_state *from, char *move) +{ + int cy, cx; + game_state *ret; + + if (!strcmp(move, "S")) { + /* + * Simply expose the entire grid as if it were a completed + * solution. + */ + int yy, xx; + + ret = dup_game(from); + for (yy = 0; yy < ret->h; yy++) + for (xx = 0; xx < ret->w; xx++) { + + if (ret->layout->mines[yy*ret->w+xx]) { + ret->grid[yy*ret->w+xx] = -1; + } else { + int dx, dy, v; + + v = 0; + + for (dx = -1; dx <= +1; dx++) + for (dy = -1; dy <= +1; dy++) + if (xx+dx >= 0 && xx+dx < ret->w && + yy+dy >= 0 && yy+dy < ret->h && + ret->layout->mines[(yy+dy)*ret->w+(xx+dx)]) + v++; + + ret->grid[yy*ret->w+xx] = v; + } + } + ret->used_solve = ret->just_used_solve = TRUE; + ret->won = TRUE; + + return ret; + } else { + ret = dup_game(from); + ret->just_used_solve = FALSE; + + while (*move) { + if (move[0] == 'F' && + sscanf(move+1, "%d,%d", &cx, &cy) == 2 && + cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) { + ret->grid[cy * from->w + cx] ^= (-2 ^ -1); + } else if (move[0] == 'O' && + sscanf(move+1, "%d,%d", &cx, &cy) == 2 && + cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) { + open_square(ret, cx, cy); + } else if (move[0] == 'C' && + sscanf(move+1, "%d,%d", &cx, &cy) == 2 && + cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) { + int dx, dy; + for (dy = -1; dy <= +1; dy++) for (dx = -1; dx <= +1; dx++) if (cx+dx >= 0 && cx+dx < ret->w && @@ -2431,41 +2587,40 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 || ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3)) open_square(ret, cx+dx, cy+dy); - return ret; + } else { + free_game(ret); + return NULL; } + + while (*move && *move != ';') move++; + if (*move) move++; } - return from; + return ret; } - - return NULL; } /* ---------------------------------------------------------------------- * Drawing routines. */ -struct game_drawstate { - int w, h, started; - 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 void game_size(game_params *params, int *x, int *y) +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { + /* 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); @@ -2551,7 +2706,8 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->w = state->w; ds->h = state->h; ds->started = FALSE; - ds->grid = snewn(ds->w * ds->h, char); + ds->tilesize = 0; /* not decided yet */ + ds->grid = snewn(ds->w * ds->h, signed char); memset(ds->grid, -99, ds->w * ds->h); @@ -2564,7 +2720,8 @@ static void game_free_drawstate(game_drawstate *ds) 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]; @@ -2590,13 +2747,12 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) 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, @@ -2617,14 +2773,12 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) 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) { @@ -2702,8 +2856,7 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) 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); } @@ -2746,7 +2899,7 @@ 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, @@ -2762,15 +2915,17 @@ 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, COL_HIGHLIGHT, 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, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } @@ -2794,7 +2949,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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); } } @@ -2808,15 +2963,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, { char statusbar[512]; if (state->dead) { - sprintf(statusbar, "GAME OVER!"); + sprintf(statusbar, "DEAD!"); } else if (state->won) { if (state->used_solve) sprintf(statusbar, "Auto-solved."); else sprintf(statusbar, "COMPLETED!"); } else { - sprintf(statusbar, "Mines marked: %d / %d", markers, mines); + sprintf(statusbar, "Marked: %d / %d", markers, mines); } + if (ui->deaths) + sprintf(statusbar + strlen(statusbar), + " Deaths: %d", ui->deaths); status_bar(fe, statusbar); } } @@ -2873,7 +3031,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -2882,8 +3039,12 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, - make_move, - game_size, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, @@ -2892,4 +3053,110 @@ const struct game thegame = { game_flash_length, game_wants_statusbar, TRUE, game_timing_state, + BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON), }; + +#ifdef STANDALONE_OBFUSCATOR + +/* + * Vaguely useful stand-alone program which translates between + * obfuscated and clear Mines game descriptions. Pass in a game + * description on the command line, and if it's clear it will be + * obfuscated and vice versa. The output text should also be a + * valid game ID describing the same game. Like this: + * + * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868 + * 9x9:4,4,004000007c00010022080 + * $ ./mineobfusc 9x9:4,4,004000007c00010022080 + * 9x9:4,4,mb071b49fbd1cb6a0d5868 + * + * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c + */ + +#include + +void frontend_default_colour(frontend *fe, float *output) {} +void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, + int align, int colour, char *text) {} +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 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 status_bar(frontend *fe, char *text) {} + +void fatal(char *fmt, ...) +{ + va_list ap; + + fprintf(stderr, "fatal error: "); + + va_start(ap, fmt); + vfprintf(stderr, fmt, ap); + va_end(ap); + + fprintf(stderr, "\n"); + exit(1); +} + +int main(int argc, char **argv) +{ + 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]); + return 1; + } else { + id = p; + } + } + + if (!id) { + fprintf(stderr, "usage: %s \n", argv[0]); + return 1; + } + + desc = strchr(id, ':'); + if (!desc) { + fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); + return 1; + } + *desc++ = '\0'; + + p = default_params(); + decode_params(p, id); + err = validate_desc(p, desc); + if (err) { + fprintf(stderr, "%s: %s\n", argv[0], err); + return 1; + } + s = new_game(NULL, p, desc); + + x = atoi(desc); + while (*desc && *desc != ',') desc++; + if (*desc) desc++; + y = atoi(desc); + while (*desc && *desc != ',') desc++; + if (*desc) desc++; + + printf("%s:%s\n", id, describe_layout(s->layout->mines, + p->w * p->h, + x, y, + (*desc != 'm'))); + + return 0; +} + +#endif