X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/dfc39b12684cfb7afc705684f73a296a29ed5208..HEAD:/mines.c diff --git a/mines.c b/mines.c index 725fdcf..abd1ad8 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 @@ -35,13 +22,20 @@ enum { COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY, COL_HIGHLIGHT, COL_LOWLIGHT, + COL_WRONGNUMBER, + COL_CURSOR, NCOLOURS }; -#define TILE_SIZE 20 +#define PREFERRED_TILE_SIZE 20 +#define TILE_SIZE (ds->tilesize) +#ifdef SMALL_SCREEN +#define BORDER 8 +#else #define BORDER (TILE_SIZE * 3 / 2) -#define HIGHLIGHT_WIDTH 2 -#define OUTER_HIGHLIGHT_WIDTH 3 +#endif +#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 ) @@ -65,12 +59,12 @@ struct mine_layout { */ int n, unique; random_state *rs; - midend_data *me; /* to give back the new game desc */ + midend *me; /* to give back the new game desc */ }; struct game_state { int w, h, n, dead, won; - int used_solve, just_used_solve; + int used_solve; struct mine_layout *layout; /* real mine positions */ signed char *grid; /* player knowledge */ /* @@ -108,24 +102,27 @@ 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}, +#ifndef SMALL_SCREEN + {30, 16, 99, TRUE}, + {30, 16, 170, TRUE}, +#endif +}; + 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); @@ -248,14 +245,24 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params) +static char *validate_params(game_params *params, int full) { - 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 (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"; @@ -276,14 +283,16 @@ static char *validate_params(game_params *params) /* * Count the bits in a word. Only needs to cope with 16 bits. */ -static int bitcount16(int word) +static int bitcount16(int inword) { + unsigned int word = inword; + word = ((word & 0xAAAA) >> 1) + (word & 0x5555); word = ((word & 0xCCCC) >> 2) + (word & 0x3333); word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F); word = ((word & 0xFF00) >> 8) + (word & 0x00FF); - return word; + return (int)word; } /* @@ -561,9 +570,11 @@ 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 +640,12 @@ 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 +1098,7 @@ 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 +1178,18 @@ 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 +1199,8 @@ 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 +1210,11 @@ 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 +1236,7 @@ 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 +1305,10 @@ 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 +1365,35 @@ 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 +1424,10 @@ 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 +1470,27 @@ 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 +1500,13 @@ 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 +1518,55 @@ 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 +1586,17 @@ 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 +1606,45 @@ 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 +1731,11 @@ 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 +1800,7 @@ 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 +1810,7 @@ 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); @@ -1697,168 +1838,145 @@ 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; - grid = minegen(w, h, n, x, y, unique, rs); - - if (game_desc) { +#ifdef TEST_OBFUSCATION + static int tested_obfuscation = FALSE; + if (!tested_obfuscation) { /* - * Set up the mine bitmap and obfuscate it. + * A few simple test vectors for the obfuscator. + * + * First test: the 28-bit stream 1234567. This divides up + * into 1234 and 567[0]. The SHA of 56 70 30 (appending + * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus, + * we XOR the 16-bit string 15CE into the input 1234 to get + * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is + * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the + * 12-bit string 337 into the input 567 to get 650. Thus + * our output is 07FA650. */ - 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); + { + unsigned char bmp1[] = "\x12\x34\x56\x70"; + obfuscate_bitmap(bmp1, 28, FALSE); + printf("test 1 encode: %s\n", + memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed"); + obfuscate_bitmap(bmp1, 28, TRUE); + printf("test 1 decode: %s\n", + memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed"); } - 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. + * Second test: a long string to make sure we switch from + * one SHA to the next correctly. My input string this time + * is simply fifty bytes of zeroes. */ - 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]; + { + unsigned char bmp2[50]; + unsigned char bmp2a[50]; + memset(bmp2, 0, 50); + memset(bmp2a, 0, 50); + obfuscate_bitmap(bmp2, 50 * 8, FALSE); + /* + * SHA of twenty-five zero bytes plus "0" is + * b202c07b990c01f6ff2d544707f60e506019b671. SHA of + * twenty-five zero bytes plus "1" is + * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our + * first half becomes + * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2. + * + * SHA of that lot plus "0" is + * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the + * same string plus "1" is + * 3d01d8df78e76d382b8106f480135a1bc751d725. So the + * second half becomes + * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78. + */ + printf("test 2 encode: %s\n", + memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54" + "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8" + "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27" + "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01" + "\xd8\xdf\x78", 50) ? "failed" : "passed"); + obfuscate_bitmap(bmp2, 50 * 8, TRUE); + printf("test 2 decode: %s\n", + memcmp(bmp2, bmp2a, 50) ? "failed" : "passed"); } - *p = '\0'; + } +#endif - sfree(bmp); + grid = minegen(w, h, n, x, y, unique, rs); - *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, @@ -1870,23 +1988,19 @@ 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)) @@ -1901,28 +2015,28 @@ 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) @@ -1943,12 +2057,23 @@ 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; @@ -1956,22 +2081,11 @@ 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; } @@ -2053,24 +2167,25 @@ static int open_square(game_state *state, int x, int y) return 0; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state = snew(game_state); - int i, wh, x, y, ret, masked; + int i, wh, x, y, masked; unsigned char *bmp; state->w = params->w; state->h = params->h; state->n = params->n; state->dead = state->won = FALSE; - state->used_solve = state->just_used_solve = FALSE; + state->used_solve = FALSE; 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') { @@ -2093,21 +2208,27 @@ 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. @@ -2143,7 +2264,9 @@ 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) + open_square(state, x, y); + sfree(bmp); } return state; @@ -2159,10 +2282,9 @@ static game_state *dup_game(game_state *state) ret->dead = state->dead; ret->won = state->won; ret->used_solve = state->used_solve; - 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; @@ -2180,46 +2302,20 @@ 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 dupstr("S"); +} - return ret; +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; } static char *game_text_format(game_state *state) @@ -2252,15 +2348,21 @@ static char *game_text_format(game_state *state) struct game_ui { int hx, hy, hradius; /* for mouse-down highlights */ + int validradius; int flash_is_death; + int deaths, completed; + int cur_x, cur_y, cur_visible; }; 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* */ + ui->cur_x = ui->cur_y = ui->cur_visible = 0; return ui; } @@ -2269,25 +2371,100 @@ 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 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= 0; + 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 { + int w, h, started, tilesize, bg; + 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. + */ + int cur_x, cur_y; /* -1, -1 for no cursor displayed. */ +}; + +static char *interpret_move(game_state *from, game_ui *ui, const 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 */ - if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && - !IS_MOUSE_RELEASE(button)) - return NULL; - 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 (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0); + ui->cur_visible = 1; + return ""; + } + if (IS_CURSOR_SELECT(button)) { + int v = from->grid[ui->cur_y * from->w + ui->cur_x]; + + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + if (button == CURSOR_SELECT2) { + /* As for RIGHT_BUTTON; only works on covered square. */ + if (v != -2 && v != -1) + return NULL; + sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + /* Otherwise, treat as LEFT_BUTTON, for a single square. */ + if (v == -2 || v == -3) { + if (from->layout->mines && + from->layout->mines[ui->cur_y * from->w + ui->cur_x]) + ui->deaths++; + + sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + cx = ui->cur_x; cy = ui->cur_y; + ui->validradius = 1; + goto uncover; + } + + 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. @@ -2295,10 +2472,18 @@ 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; + if (button == LEFT_BUTTON) + ui->validradius = ui->hradius; + else if (button == MIDDLE_BUTTON) + ui->validradius = 1; + ui->cur_visible = 0; + 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 @@ -2310,42 +2495,50 @@ 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) && + ui->validradius == 0) { + /* 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); } + goto uncover; + } + return NULL; +uncover: + { /* - * 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) { + if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) { int dy, dx, n; /* Count mine markers. */ @@ -2359,8 +2552,121 @@ 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 ""; + } +} + +static game_state *execute_move(game_state *from, char *move) +{ + int cy, cx; + game_state *ret; + + if (!strcmp(move, "S")) { + int yy, xx; + + ret = dup_game(from); + if (!ret->dead) { + /* + * If the player is still alive at the moment of pressing + * Solve, expose the entire grid as if it were a completed + * solution. + */ + 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; + } + } + } else { + /* + * If the player pressed Solve _after dying_, show a full + * corrections grid in the style of standard Minesweeper. + * Players who don't like Mines's behaviour on death of + * only showing the mine that killed you (so that in case + * of a typo you can undo and carry on without the rest of + * the grid being spoiled) can use this to get the display + * that ordinary Minesweeper would have given them. + */ + for (yy = 0; yy < ret->h; yy++) + for (xx = 0; xx < ret->w; xx++) { + int pos = yy*ret->w+xx; + if ((ret->grid[pos] == -2 || ret->grid[pos] == -3) && + ret->layout->mines[pos]) { + ret->grid[pos] = 64; + } else if (ret->grid[pos] == -1 && + !ret->layout->mines[pos]) { + ret->grid[pos] = 66; + } + } + } + ret->used_solve = TRUE; + + return ret; + } else { + ret = dup_game(from); + + 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 && @@ -2368,50 +2674,49 @@ 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 float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0; + ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F; ret[COL_1 * 3 + 0] = 0.0F; ret[COL_1 * 3 + 1] = 0.0F; @@ -2473,35 +2778,48 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; - ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; + ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; + + ret[COL_WRONGNUMBER * 3 + 0] = 1.0F; + ret[COL_WRONGNUMBER * 3 + 1] = 0.6F; + ret[COL_WRONGNUMBER * 3 + 2] = 0.6F; + + /* Red tinge to a light colour, for the cursor. */ + ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0]; + ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; + ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; *ncolours = NCOLOURS; return ret; } -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); 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); + ds->bg = -1; + ds->cur_x = ds->cur_y = -1; memset(ds->grid, -99, ds->w * ds->h); return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->grid); sfree(ds); } -static void draw_tile(frontend *fe, int x, int y, int v, int bg) +static void draw_tile(drawing *dr, game_drawstate *ds, + int x, int y, int v, int bg) { if (v < 0) { int coords[12]; @@ -2513,10 +2831,10 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) /* * Omit the highlights in this case. */ - draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, + draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg); - draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); - draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); + draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); + draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); } else { /* * Draw highlights to indicate the square is covered. @@ -2527,15 +2845,14 @@ 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(dr, 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(dr, coords, 3, COL_HIGHLIGHT ^ hl, + COL_HIGHLIGHT ^ hl); - draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, + draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, bg); } @@ -2545,30 +2862,28 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) * Draw a flag. */ #define SETCOORD(n, dx, dy) do { \ - coords[(n)*2+0] = x + TILE_SIZE * (dx); \ - coords[(n)*2+1] = y + TILE_SIZE * (dy); \ + coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \ + coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \ } while (0) - SETCOORD(0, 0.6, 0.35); - SETCOORD(1, 0.6, 0.7); - SETCOORD(2, 0.8, 0.8); - 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); - - 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); + SETCOORD(0, 0.6F, 0.35F); + SETCOORD(1, 0.6F, 0.7F); + SETCOORD(2, 0.8F, 0.8F); + SETCOORD(3, 0.25F, 0.8F); + SETCOORD(4, 0.55F, 0.7F); + SETCOORD(5, 0.55F, 0.35F); + draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE); + + SETCOORD(0, 0.6F, 0.2F); + SETCOORD(1, 0.6F, 0.5F); + SETCOORD(2, 0.2F, 0.35F); + draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG); #undef SETCOORD } else if (v == -3) { /* * Draw a question mark. */ - draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, + draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2, FONT_VARIABLE, TILE_SIZE * 6 / 8, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_QUERY, "?"); @@ -2581,11 +2896,15 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) * Exception is that for value 65 (mine we've just trodden * on), we clear the square to COL_BANG. */ - draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, + if (v & 32) { + bg = COL_WRONGNUMBER; + v &= ~32; + } + draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, (v == 65 ? COL_BANG : bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg)); - draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); - draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); + draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); + draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); if (v > 0 && v <= 8) { /* @@ -2594,7 +2913,7 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) char str[2]; str[0] = v + '0'; str[1] = '\0'; - draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, + draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2, FONT_VARIABLE, TILE_SIZE * 7 / 8, ALIGN_VCENTRE | ALIGN_HCENTRE, (COL_1 - 1) + v, str); @@ -2602,49 +2921,17 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) } else if (v >= 64) { /* * Mark a mine. - * - * FIXME: this could be done better! */ -#if 0 - draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, - FONT_VARIABLE, TILE_SIZE * 7 / 8, - ALIGN_VCENTRE | ALIGN_HCENTRE, - COL_MINE, "*"); -#else { int cx = x + TILE_SIZE / 2; int cy = y + TILE_SIZE / 2; int r = TILE_SIZE / 2 - 3; - int coords[4*5*2]; - int xdx = 1, xdy = 0, ydx = 0, ydy = 1; - int tdx, tdy, i; - - for (i = 0; i < 4*5*2; i += 5*2) { - coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; - coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; - coords[i+2*1+0] = cx - r/6*xdx + r*ydx; - coords[i+2*1+1] = cy - r/6*xdy + r*ydy; - coords[i+2*2+0] = cx + r/6*xdx + r*ydx; - coords[i+2*2+1] = cy + r/6*xdy + r*ydy; - coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; - coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; - coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; - coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; - - tdx = ydx; - tdy = ydy; - ydx = xdx; - ydy = xdy; - xdx = -tdx; - xdy = -tdy; - } - draw_polygon(fe, coords, 5*4, TRUE, COL_MINE); - draw_polygon(fe, coords, 5*4, FALSE, COL_MINE); - - draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); + draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE); + draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE); + draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE); + draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); } -#endif if (v == 66) { /* @@ -2652,10 +2939,10 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) */ int dx; for (dx = -1; dx <= +1; dx++) { - draw_line(fe, x + 3 + dx, y + 2, + draw_line(dr, x + 3 + dx, y + 2, x + TILE_SIZE - 3 + dx, y + TILE_SIZE - 2, COL_CROSS); - draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2, + draw_line(dr, x + TILE_SIZE - 3 + dx, y + 2, x + 3 + dx, y + TILE_SIZE - 2, COL_CROSS); } @@ -2663,18 +2950,19 @@ static void draw_tile(frontend *fe, int x, int y, int v, int bg) } } - draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); + draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { int x, y; int mines, markers, bg; + int cx = -1, cy = -1, cmoved; if (flashtime) { - int frame = (flashtime / FLASH_FRAME); + int frame = (int)(flashtime / FLASH_FRAME); if (frame % 2) bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); else @@ -2683,12 +2971,12 @@ 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, + draw_rect(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); - draw_update(fe, 0, 0, + draw_update(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER); @@ -2699,19 +2987,25 @@ 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(dr, 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(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } + if (ui->cur_visible) cx = ui->cur_x; + if (ui->cur_visible) cy = ui->cur_y; + cmoved = (cx != ds->cur_x || cy != ds->cur_y); + /* * Now draw the tiles. Also in this loop, count up the number * of mines and mine markers. @@ -2719,22 +3013,49 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, mines = markers = 0; for (y = 0; y < ds->h; y++) for (x = 0; x < ds->w; x++) { - int v = state->grid[y*ds->w+x]; + int v = state->grid[y*ds->w+x], cc = 0; if (v == -1) markers++; if (state->layout->mines && state->layout->mines[y*ds->w+x]) mines++; + if (v >= 0 && v <= 8) { + /* + * Count up the flags around this tile, and if + * there are too _many_, highlight the tile. + */ + int dx, dy, flags = 0; + + for (dy = -1; dy <= +1; dy++) + for (dx = -1; dx <= +1; dx++) { + int nx = x+dx, ny = y+dy; + if (nx >= 0 && nx < ds->w && + ny >= 0 && ny < ds->h && + state->grid[ny*ds->w+nx] == -1) + flags++; + } + + if (flags > v) + v |= 32; + } + if ((v == -2 || v == -3) && (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) v -= 20; - if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { - draw_tile(fe, COORD(x), COORD(y), v, bg); - ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); + if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */ + ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y))) + cc = 1; + + if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) { + draw_tile(dr, ds, COORD(x), COORD(y), v, + (x == cx && y == cy) ? COL_CURSOR : bg); + ds->grid[y*ds->w+x] = v; } } + ds->bg = bg; + ds->cur_x = cx; ds->cur_y = cy; if (!state->layout->mines) mines = state->layout->n; @@ -2745,16 +3066,19 @@ 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); } - status_bar(fe, statusbar); + if (ui->deaths) + sprintf(statusbar + strlen(statusbar), + " Deaths: %d", ui->deaths); + status_bar(dr, statusbar); } } @@ -2783,24 +3107,37 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(game_state *state) { - return TRUE; + /* + * We report the game as lost only if the player has used the + * Solve function to reveal all the mines. Otherwise, we assume + * they'll undo and continue play. + */ + return state->won ? (state->used_solve ? -1 : +1) : 0; } -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; } +static void game_print_size(game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ +} + #ifdef COMBINED #define thegame mines #endif const struct game thegame = { - "Mines", "games.mines", + "Mines", "games.mines", "mines", default_params, game_fetch_preset, decode_params, @@ -2810,23 +3147,101 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, free_game, TRUE, solve_game, - TRUE, game_text_format, + TRUE, game_can_format_as_text_now, 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, game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ TRUE, game_timing_state, + BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON) | REQUIRE_RBUTTON, }; + +#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 + */ + +int main(int argc, char **argv) +{ + game_params *p; + game_state *s; + char *id = NULL, *desc, *err; + int y, x; + + while (--argc > 0) { + char *p = *++argv; + if (*p == '-') { + fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); + 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 + +/* vim: set shiftwidth=4 tabstop=8: */