2 * mines.c: Minesweeper clone with sophisticated grid generation.
6 * - possibly disable undo? Or alternatively mark game states as
7 * `cheated', although that's horrid.
8 * + OK. Rather than _disabling_ undo, we have a hook callable
9 * in the game backend which is called before we do an undo.
10 * That hook can talk to the game_ui and set the cheated flag,
11 * and then make_move can avoid setting the `won' flag after that.
13 * - question marks (arrgh, preferences?)
15 * - sensible parameter constraints
16 * + 30x16: 191 mines just about works if rather slowly, 192 is
17 * just about doom (the latter corresponding to a density of
19 * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow.
20 * + it might not be feasible to work out the exact limit
34 COL_BACKGROUND, COL_BACKGROUND2,
35 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
36 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
37 COL_HIGHLIGHT, COL_LOWLIGHT,
42 #define BORDER (TILE_SIZE * 3 / 2)
43 #define HIGHLIGHT_WIDTH 2
44 #define OUTER_HIGHLIGHT_WIDTH 3
45 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
46 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
48 #define FLASH_FRAME 0.13F
57 * This structure is shared between all the game_states for a
58 * given instance of the puzzle, so we reference-count it.
63 * If we haven't yet actually generated the mine layout, here's
64 * all the data we will need to do so.
68 midend_data *me; /* to give back the new game desc */
72 int w, h, n, dead, won;
73 int used_solve, just_used_solve;
74 struct mine_layout *layout; /* real mine positions */
75 signed char *grid; /* player knowledge */
77 * Each item in the `grid' array is one of the following values:
79 * - 0 to 8 mean the square is open and has a surrounding mine
82 * - -1 means the square is marked as a mine.
84 * - -2 means the square is unknown.
86 * - -3 means the square is marked with a question mark
87 * (FIXME: do we even want to bother with this?).
89 * - 64 means the square has had a mine revealed when the game
92 * - 65 means the square had a mine revealed and this was the
93 * one the player hits.
95 * - 66 means the square has a crossed-out mine because the
96 * player had incorrectly marked it.
100 static game_params *default_params(void)
102 game_params *ret = snew(game_params);
111 static int game_fetch_preset(int i, char **name, game_params **params)
115 static const struct { int w, h, n; } values[] = {
121 if (i < 0 || i >= lenof(values))
124 ret = snew(game_params);
125 ret->w = values[i].w;
126 ret->h = values[i].h;
127 ret->n = values[i].n;
130 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
137 static void free_params(game_params *params)
142 static game_params *dup_params(game_params *params)
144 game_params *ret = snew(game_params);
145 *ret = *params; /* structure copy */
149 static void decode_params(game_params *params, char const *string)
151 char const *p = string;
154 while (*p && isdigit((unsigned char)*p)) p++;
158 while (*p && isdigit((unsigned char)*p)) p++;
160 params->h = params->w;
165 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
167 params->n = params->w * params->h / 10;
173 params->unique = FALSE;
175 p++; /* skip any other gunk */
179 static char *encode_params(game_params *params, int full)
184 len = sprintf(ret, "%dx%d", params->w, params->h);
186 * Mine count is a generation-time parameter, since it can be
187 * deduced from the mine bitmap!
190 len += sprintf(ret+len, "n%d", params->n);
191 if (full && !params->unique)
193 assert(len < lenof(ret));
199 static config_item *game_configure(game_params *params)
204 ret = snewn(5, config_item);
206 ret[0].name = "Width";
207 ret[0].type = C_STRING;
208 sprintf(buf, "%d", params->w);
209 ret[0].sval = dupstr(buf);
212 ret[1].name = "Height";
213 ret[1].type = C_STRING;
214 sprintf(buf, "%d", params->h);
215 ret[1].sval = dupstr(buf);
218 ret[2].name = "Mines";
219 ret[2].type = C_STRING;
220 sprintf(buf, "%d", params->n);
221 ret[2].sval = dupstr(buf);
224 ret[3].name = "Ensure solubility";
225 ret[3].type = C_BOOLEAN;
227 ret[3].ival = params->unique;
237 static game_params *custom_params(config_item *cfg)
239 game_params *ret = snew(game_params);
241 ret->w = atoi(cfg[0].sval);
242 ret->h = atoi(cfg[1].sval);
243 ret->n = atoi(cfg[2].sval);
244 if (strchr(cfg[2].sval, '%'))
245 ret->n = ret->n * (ret->w * ret->h) / 100;
246 ret->unique = cfg[3].ival;
251 static char *validate_params(game_params *params)
253 if (params->w <= 0 && params->h <= 0)
254 return "Width and height must both be greater than zero";
256 return "Width must be greater than zero";
258 return "Height must be greater than zero";
259 if (params->n > params->w * params->h - 9)
260 return "Too many mines for grid size";
263 * FIXME: Need more constraints here. Not sure what the
264 * sensible limits for Minesweeper actually are. The limits
265 * probably ought to change, however, depending on uniqueness.
271 /* ----------------------------------------------------------------------
272 * Minesweeper solver, used to ensure the generated grids are
273 * solvable without having to take risks.
277 * Count the bits in a word. Only needs to cope with 16 bits.
279 static int bitcount16(int word)
281 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
282 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
283 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
284 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
290 * We use a tree234 to store a large number of small localised
291 * sets, each with a mine count. We also keep some of those sets
292 * linked together into a to-do list.
295 short x, y, mask, mines;
297 struct set *prev, *next;
300 static int setcmp(void *av, void *bv)
302 struct set *a = (struct set *)av;
303 struct set *b = (struct set *)bv;
307 else if (a->y > b->y)
309 else if (a->x < b->x)
311 else if (a->x > b->x)
313 else if (a->mask < b->mask)
315 else if (a->mask > b->mask)
323 struct set *todo_head, *todo_tail;
326 static struct setstore *ss_new(void)
328 struct setstore *ss = snew(struct setstore);
329 ss->sets = newtree234(setcmp);
330 ss->todo_head = ss->todo_tail = NULL;
335 * Take two input sets, in the form (x,y,mask). Munge the first by
336 * taking either its intersection with the second or its difference
337 * with the second. Return the new mask part of the first set.
339 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
343 * Adjust the second set so that it has the same x,y
344 * coordinates as the first.
346 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
350 mask2 &= ~(4|32|256);
360 mask2 &= ~(64|128|256);
372 * Invert the second set if `diff' is set (we're after A &~ B
373 * rather than A & B).
379 * Now all that's left is a logical AND.
381 return mask1 & mask2;
384 static void ss_add_todo(struct setstore *ss, struct set *s)
387 return; /* already on it */
389 #ifdef SOLVER_DIAGNOSTICS
390 printf("adding set on todo list: %d,%d %03x %d\n",
391 s->x, s->y, s->mask, s->mines);
394 s->prev = ss->todo_tail;
404 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
411 * Normalise so that x and y are genuinely the bounding
414 while (!(mask & (1|8|64)))
416 while (!(mask & (1|2|4)))
420 * Create a set structure and add it to the tree.
422 s = snew(struct set);
428 if (add234(ss->sets, s) != s) {
430 * This set already existed! Free it and return.
437 * We've added a new set to the tree, so put it on the todo
443 static void ss_remove(struct setstore *ss, struct set *s)
445 struct set *next = s->next, *prev = s->prev;
447 #ifdef SOLVER_DIAGNOSTICS
448 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
451 * Remove s from the todo list.
455 else if (s == ss->todo_head)
456 ss->todo_head = next;
460 else if (s == ss->todo_tail)
461 ss->todo_tail = prev;
466 * Remove s from the tree.
471 * Destroy the actual set structure.
477 * Return a dynamically allocated list of all the sets which
478 * overlap a provided input set.
480 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
482 struct set **ret = NULL;
483 int nret = 0, retsize = 0;
486 for (xx = x-3; xx < x+3; xx++)
487 for (yy = y-3; yy < y+3; yy++) {
492 * Find the first set with these top left coordinates.
498 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
499 while ((s = index234(ss->sets, pos)) != NULL &&
500 s->x == xx && s->y == yy) {
502 * This set potentially overlaps the input one.
503 * Compute the intersection to see if they
504 * really overlap, and add it to the list if
507 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
509 * There's an overlap.
511 if (nret >= retsize) {
513 ret = sresize(ret, retsize, struct set *);
523 ret = sresize(ret, nret+1, struct set *);
530 * Get an element from the head of the set todo list.
532 static struct set *ss_todo(struct setstore *ss)
535 struct set *ret = ss->todo_head;
536 ss->todo_head = ret->next;
538 ss->todo_head->prev = NULL;
540 ss->todo_tail = NULL;
541 ret->next = ret->prev = NULL;
554 static void std_add(struct squaretodo *std, int i)
557 std->next[std->tail] = i;
564 static void known_squares(int w, int h, struct squaretodo *std,
566 int (*open)(void *ctx, int x, int y), void *openctx,
567 int x, int y, int mask, int mine)
573 for (yy = 0; yy < 3; yy++)
574 for (xx = 0; xx < 3; xx++) {
576 int i = (y + yy) * w + (x + xx);
579 * It's possible that this square is _already_
580 * known, in which case we don't try to add it to
586 grid[i] = -1; /* and don't open it! */
588 grid[i] = open(openctx, x + xx, y + yy);
589 assert(grid[i] != -1); /* *bang* */
600 * This is data returned from the `perturb' function. It details
601 * which squares have become mines and which have become clear. The
602 * solver is (of course) expected to honourably not use that
603 * knowledge directly, but to efficently adjust its internal data
604 * structures and proceed based on only the information it
607 struct perturbation {
609 int delta; /* +1 == become a mine; -1 == cleared */
611 struct perturbations {
613 struct perturbation *changes;
617 * Main solver entry point. You give it a grid of existing
618 * knowledge (-1 for a square known to be a mine, 0-8 for empty
619 * squares with a given number of neighbours, -2 for completely
620 * unknown), plus a function which you can call to open new squares
621 * once you're confident of them. It fills in as much more of the
626 * - -1 means deduction stalled and nothing could be done
627 * - 0 means deduction succeeded fully
628 * - >0 means deduction succeeded but some number of perturbation
629 * steps were required; the exact return value is the number of
632 static int minesolve(int w, int h, int n, signed char *grid,
633 int (*open)(void *ctx, int x, int y),
634 struct perturbations *(*perturb)(void *ctx,
636 int x, int y, int mask),
637 void *ctx, random_state *rs)
639 struct setstore *ss = ss_new();
641 struct squaretodo astd, *std = &astd;
646 * Set up a linked list of squares with known contents, so that
647 * we can process them one by one.
649 std->next = snewn(w*h, int);
650 std->head = std->tail = -1;
653 * Initialise that list with all known squares in the input
656 for (y = 0; y < h; y++) {
657 for (x = 0; x < w; x++) {
665 * Main deductive loop.
668 int done_something = FALSE;
672 * If there are any known squares on the todo list, process
673 * them and construct a set for each.
675 while (std->head != -1) {
677 #ifdef SOLVER_DIAGNOSTICS
678 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
680 std->head = std->next[i];
688 int dx, dy, mines, bit, val;
689 #ifdef SOLVER_DIAGNOSTICS
690 printf("creating set around this square\n");
693 * Empty square. Construct the set of non-known squares
694 * around this one, and determine its mine count.
699 for (dy = -1; dy <= +1; dy++) {
700 for (dx = -1; dx <= +1; dx++) {
701 #ifdef SOLVER_DIAGNOSTICS
702 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
704 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
705 /* ignore this one */;
706 else if (grid[i+dy*w+dx] == -1)
708 else if (grid[i+dy*w+dx] == -2)
714 ss_add(ss, x-1, y-1, val, mines);
718 * Now, whether the square is empty or full, we must
719 * find any set which contains it and replace it with
720 * one which does not.
723 #ifdef SOLVER_DIAGNOSTICS
724 printf("finding sets containing known square %d,%d\n", x, y);
726 list = ss_overlap(ss, x, y, 1);
728 for (j = 0; list[j]; j++) {
729 int newmask, newmines;
734 * Compute the mask for this set minus the
735 * newly known square.
737 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
740 * Compute the new mine count.
742 newmines = s->mines - (grid[i] == -1);
745 * Insert the new set into the collection,
746 * unless it's been whittled right down to
750 ss_add(ss, s->x, s->y, newmask, newmines);
753 * Destroy the old one; it is actually obsolete.
762 * Marking a fresh square as known certainly counts as
765 done_something = TRUE;
769 * Now pick a set off the to-do list and attempt deductions
772 if ((s = ss_todo(ss)) != NULL) {
774 #ifdef SOLVER_DIAGNOSTICS
775 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
778 * Firstly, see if this set has a mine count of zero or
779 * of its own cardinality.
781 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
783 * If so, we can immediately mark all the squares
784 * in the set as known.
786 #ifdef SOLVER_DIAGNOSTICS
789 known_squares(w, h, std, grid, open, ctx,
790 s->x, s->y, s->mask, (s->mines != 0));
793 * Having done that, we need do nothing further
794 * with this set; marking all the squares in it as
795 * known will eventually eliminate it, and will
796 * also permit further deductions about anything
803 * Failing that, we now search through all the sets
804 * which overlap this one.
806 list = ss_overlap(ss, s->x, s->y, s->mask);
808 for (j = 0; list[j]; j++) {
809 struct set *s2 = list[j];
810 int swing, s2wing, swc, s2wc;
813 * Find the non-overlapping parts s2-s and s-s2,
814 * and their cardinalities.
816 * I'm going to refer to these parts as `wings'
817 * surrounding the central part common to both
818 * sets. The `s wing' is s-s2; the `s2 wing' is
821 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
823 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
825 swc = bitcount16(swing);
826 s2wc = bitcount16(s2wing);
829 * If one set has more mines than the other, and
830 * the number of extra mines is equal to the
831 * cardinality of that set's wing, then we can mark
832 * every square in the wing as a known mine, and
833 * every square in the other wing as known clear.
835 if (swc == s->mines - s2->mines ||
836 s2wc == s2->mines - s->mines) {
837 known_squares(w, h, std, grid, open, ctx,
839 (swc == s->mines - s2->mines));
840 known_squares(w, h, std, grid, open, ctx,
841 s2->x, s2->y, s2wing,
842 (s2wc == s2->mines - s->mines));
847 * Failing that, see if one set is a subset of the
848 * other. If so, we can divide up the mine count of
849 * the larger set between the smaller set and its
850 * complement, even if neither smaller set ends up
851 * being immediately clearable.
853 if (swc == 0 && s2wc != 0) {
854 /* s is a subset of s2. */
855 assert(s2->mines > s->mines);
856 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
857 } else if (s2wc == 0 && swc != 0) {
858 /* s2 is a subset of s. */
859 assert(s->mines > s2->mines);
860 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
867 * In this situation we have definitely done
868 * _something_, even if it's only reducing the size of
871 done_something = TRUE;
874 * We have nothing left on our todo list, which means
875 * all localised deductions have failed. Our next step
876 * is to resort to global deduction based on the total
877 * mine count. This is computationally expensive
878 * compared to any of the above deductions, which is
879 * why we only ever do it when all else fails, so that
880 * hopefully it won't have to happen too often.
882 * If you pass n<0 into this solver, that informs it
883 * that you do not know the total mine count, so it
884 * won't even attempt these deductions.
887 int minesleft, squaresleft;
888 int nsets, setused[10], cursor;
891 * Start by scanning the current grid state to work out
892 * how many unknown squares we still have, and how many
893 * mines are to be placed in them.
897 for (i = 0; i < w*h; i++) {
900 else if (grid[i] == -2)
904 #ifdef SOLVER_DIAGNOSTICS
905 printf("global deduction time: squaresleft=%d minesleft=%d\n",
906 squaresleft, minesleft);
907 for (y = 0; y < h; y++) {
908 for (x = 0; x < w; x++) {
924 * If there _are_ no unknown squares, we have actually
927 if (squaresleft == 0) {
928 assert(minesleft == 0);
933 * First really simple case: if there are no more mines
934 * left, or if there are exactly as many mines left as
935 * squares to play them in, then it's all easy.
937 if (minesleft == 0 || minesleft == squaresleft) {
938 for (i = 0; i < w*h; i++)
940 known_squares(w, h, std, grid, open, ctx,
941 i % w, i / w, 1, minesleft != 0);
942 continue; /* now go back to main deductive loop */
946 * Failing that, we have to do some _real_ work.
947 * Ideally what we do here is to try every single
948 * combination of the currently available sets, in an
949 * attempt to find a disjoint union (i.e. a set of
950 * squares with a known mine count between them) such
951 * that the remaining unknown squares _not_ contained
952 * in that union either contain no mines or are all
955 * Actually enumerating all 2^n possibilities will get
956 * a bit slow for large n, so I artificially cap this
957 * recursion at n=10 to avoid too much pain.
959 nsets = count234(ss->sets);
960 if (nsets <= lenof(setused)) {
962 * Doing this with actual recursive function calls
963 * would get fiddly because a load of local
964 * variables from this function would have to be
965 * passed down through the recursion. So instead
966 * I'm going to use a virtual recursion within this
967 * function. The way this works is:
969 * - we have an array `setused', such that
970 * setused[n] is 0 or 1 depending on whether set
971 * n is currently in the union we are
974 * - we have a value `cursor' which indicates how
975 * much of `setused' we have so far filled in.
976 * It's conceptually the recursion depth.
978 * We begin by setting `cursor' to zero. Then:
980 * - if cursor can advance, we advance it by one.
981 * We set the value in `setused' that it went
982 * past to 1 if that set is disjoint from
983 * anything else currently in `setused', or to 0
986 * - If cursor cannot advance because it has
987 * reached the end of the setused list, then we
988 * have a maximal disjoint union. Check to see
989 * whether its mine count has any useful
990 * properties. If so, mark all the squares not
991 * in the union as known and terminate.
993 * - If cursor has reached the end of setused and
994 * the algorithm _hasn't_ terminated, back
995 * cursor up to the nearest 1, turn it into a 0
996 * and advance cursor just past it.
998 * - If we attempt to back up to the nearest 1 and
999 * there isn't one at all, then we have gone
1000 * through all disjoint unions of sets in the
1001 * list and none of them has been helpful, so we
1004 struct set *sets[lenof(setused)];
1005 for (i = 0; i < nsets; i++)
1006 sets[i] = index234(ss->sets, i);
1011 if (cursor < nsets) {
1014 /* See if any existing set overlaps this one. */
1015 for (i = 0; i < cursor; i++)
1017 setmunge(sets[cursor]->x,
1020 sets[i]->x, sets[i]->y, sets[i]->mask,
1028 * We're adding this set to our union,
1029 * so adjust minesleft and squaresleft
1032 minesleft -= sets[cursor]->mines;
1033 squaresleft -= bitcount16(sets[cursor]->mask);
1036 setused[cursor++] = ok;
1038 #ifdef SOLVER_DIAGNOSTICS
1039 printf("trying a set combination with %d %d\n",
1040 squaresleft, minesleft);
1041 #endif /* SOLVER_DIAGNOSTICS */
1044 * We've reached the end. See if we've got
1045 * anything interesting.
1047 if (squaresleft > 0 &&
1048 (minesleft == 0 || minesleft == squaresleft)) {
1050 * We have! There is at least one
1051 * square not contained within the set
1052 * union we've just found, and we can
1053 * deduce that either all such squares
1054 * are mines or all are not (depending
1055 * on whether minesleft==0). So now all
1056 * we have to do is actually go through
1057 * the grid, find those squares, and
1060 for (i = 0; i < w*h; i++)
1061 if (grid[i] == -2) {
1065 for (j = 0; j < nsets; j++)
1067 setmunge(sets[j]->x, sets[j]->y,
1068 sets[j]->mask, x, y, 1,
1074 known_squares(w, h, std, grid,
1076 x, y, 1, minesleft != 0);
1079 done_something = TRUE;
1080 break; /* return to main deductive loop */
1084 * If we reach here, then this union hasn't
1085 * done us any good, so move on to the
1086 * next. Backtrack cursor to the nearest 1,
1087 * change it to a 0 and continue.
1089 while (cursor-- >= 0 && !setused[cursor]);
1091 assert(setused[cursor]);
1094 * We're removing this set from our
1095 * union, so re-increment minesleft and
1098 minesleft += sets[cursor]->mines;
1099 squaresleft += bitcount16(sets[cursor]->mask);
1101 setused[cursor++] = 0;
1104 * We've backtracked all the way to the
1105 * start without finding a single 1,
1106 * which means that our virtual
1107 * recursion is complete and nothing
1122 #ifdef SOLVER_DIAGNOSTICS
1124 * Dump the current known state of the grid.
1126 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1127 for (y = 0; y < h; y++) {
1128 for (x = 0; x < w; x++) {
1129 int v = grid[y*w+x];
1145 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1146 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1151 * Now we really are at our wits' end as far as solving
1152 * this grid goes. Our only remaining option is to call
1153 * a perturb function and ask it to modify the grid to
1157 struct perturbations *ret;
1163 * Choose a set at random from the current selection,
1164 * and ask the perturb function to either fill or empty
1167 * If we have no sets at all, we must give up.
1169 if (count234(ss->sets) == 0)
1171 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1172 #ifdef SOLVER_DIAGNOSTICS
1173 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1175 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1178 assert(ret->n > 0); /* otherwise should have been NULL */
1181 * A number of squares have been fiddled with, and
1182 * the returned structure tells us which. Adjust
1183 * the mine count in any set which overlaps one of
1184 * those squares, and put them back on the to-do
1187 for (i = 0; i < ret->n; i++) {
1188 #ifdef SOLVER_DIAGNOSTICS
1189 printf("perturbation %s mine at %d,%d\n",
1190 ret->changes[i].delta > 0 ? "added" : "removed",
1191 ret->changes[i].x, ret->changes[i].y);
1194 list = ss_overlap(ss,
1195 ret->changes[i].x, ret->changes[i].y, 1);
1197 for (j = 0; list[j]; j++) {
1198 list[j]->mines += ret->changes[i].delta;
1199 ss_add_todo(ss, list[j]);
1206 * Now free the returned data.
1208 sfree(ret->changes);
1211 #ifdef SOLVER_DIAGNOSTICS
1213 * Dump the current known state of the grid.
1215 printf("state after perturbation:\n", nperturbs);
1216 for (y = 0; y < h; y++) {
1217 for (x = 0; x < w; x++) {
1218 int v = grid[y*w+x];
1234 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1235 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1240 * And now we can go back round the deductive loop.
1247 * If we get here, even that didn't work (either we didn't
1248 * have a perturb function or it returned failure), so we
1255 * See if we've got any unknown squares left.
1257 for (y = 0; y < h; y++)
1258 for (x = 0; x < w; x++)
1259 if (grid[y*w+x] == -2) {
1260 nperturbs = -1; /* failed to complete */
1265 * Free the set list and square-todo list.
1269 while ((s = delpos234(ss->sets, 0)) != NULL)
1271 freetree234(ss->sets);
1279 /* ----------------------------------------------------------------------
1280 * Grid generator which uses the above solver.
1290 static int mineopen(void *vctx, int x, int y)
1292 struct minectx *ctx = (struct minectx *)vctx;
1295 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1296 if (ctx->grid[y * ctx->w + x])
1297 return -1; /* *bang* */
1300 for (i = -1; i <= +1; i++) {
1301 if (x + i < 0 || x + i >= ctx->w)
1303 for (j = -1; j <= +1; j++) {
1304 if (y + j < 0 || y + j >= ctx->h)
1306 if (i == 0 && j == 0)
1308 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1316 /* Structure used internally to mineperturb(). */
1318 int x, y, type, random;
1320 static int squarecmp(const void *av, const void *bv)
1322 const struct square *a = (const struct square *)av;
1323 const struct square *b = (const struct square *)bv;
1324 if (a->type < b->type)
1326 else if (a->type > b->type)
1328 else if (a->random < b->random)
1330 else if (a->random > b->random)
1332 else if (a->y < b->y)
1334 else if (a->y > b->y)
1336 else if (a->x < b->x)
1338 else if (a->x > b->x)
1343 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1344 int setx, int sety, int mask)
1346 struct minectx *ctx = (struct minectx *)vctx;
1347 struct square *sqlist;
1348 int x, y, dx, dy, i, n, nfull, nempty;
1349 struct square *tofill[9], *toempty[9], **todo;
1350 int ntofill, ntoempty, ntodo, dtodo, dset;
1351 struct perturbations *ret;
1354 * Make a list of all the squares in the grid which we can
1355 * possibly use. This list should be in preference order, which
1358 * - first, unknown squares on the boundary of known space
1359 * - next, unknown squares beyond that boundary
1360 * - as a very last resort, known squares, but not within one
1361 * square of the starting position.
1363 * Each of these sections needs to be shuffled independently.
1364 * We do this by preparing list of all squares and then sorting
1365 * it with a random secondary key.
1367 sqlist = snewn(ctx->w * ctx->h, struct square);
1369 for (y = 0; y < ctx->h; y++)
1370 for (x = 0; x < ctx->w; x++) {
1372 * If this square is too near the starting position,
1373 * don't put it on the list at all.
1375 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1379 * If this square is in the input set, also don't put
1382 if (x >= setx && x < setx + 3 &&
1383 y >= sety && y < sety + 3 &&
1384 mask & (1 << ((y-sety)*3+(x-setx))))
1390 if (grid[y*ctx->w+x] != -2) {
1391 sqlist[n].type = 3; /* known square */
1394 * Unknown square. Examine everything around it and
1395 * see if it borders on any known squares. If it
1396 * does, it's class 1, otherwise it's 2.
1401 for (dy = -1; dy <= +1; dy++)
1402 for (dx = -1; dx <= +1; dx++)
1403 if (x+dx >= 0 && x+dx < ctx->w &&
1404 y+dy >= 0 && y+dy < ctx->h &&
1405 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1412 * Finally, a random number to cause qsort to
1413 * shuffle within each group.
1415 sqlist[n].random = random_bits(ctx->rs, 31);
1420 qsort(sqlist, n, sizeof(struct square), squarecmp);
1423 * Now count up the number of full and empty squares in the set
1424 * we've been provided.
1427 for (dy = 0; dy < 3; dy++)
1428 for (dx = 0; dx < 3; dx++)
1429 if (mask & (1 << (dy*3+dx))) {
1430 assert(setx+dx <= ctx->w);
1431 assert(sety+dy <= ctx->h);
1432 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1439 * Now go through our sorted list until we find either `nfull'
1440 * empty squares, or `nempty' full squares; these will be
1441 * swapped with the appropriate squares in the set to either
1442 * fill or empty the set while keeping the same number of mines
1445 ntofill = ntoempty = 0;
1446 for (i = 0; i < n; i++) {
1447 struct square *sq = &sqlist[i];
1448 if (ctx->grid[sq->y * ctx->w + sq->x])
1449 toempty[ntoempty++] = sq;
1451 tofill[ntofill++] = sq;
1452 if (ntofill == nfull || ntoempty == nempty)
1457 * If this didn't work at all, I think we just give up.
1459 if (ntofill != nfull && ntoempty != nempty) {
1465 * Now we're pretty much there. We need to either
1466 * (a) put a mine in each of the empty squares in the set, and
1467 * take one out of each square in `toempty'
1468 * (b) take a mine out of each of the full squares in the set,
1469 * and put one in each square in `tofill'
1470 * depending on which one we've found enough squares to do.
1472 * So we start by constructing our list of changes to return to
1473 * the solver, so that it can update its data structures
1474 * efficiently rather than having to rescan the whole grid.
1476 ret = snew(struct perturbations);
1477 if (ntofill == nfull) {
1489 ret->changes = snewn(ret->n, struct perturbation);
1490 for (i = 0; i < ntodo; i++) {
1491 ret->changes[i].x = todo[i]->x;
1492 ret->changes[i].y = todo[i]->y;
1493 ret->changes[i].delta = dtodo;
1495 /* now i == ntodo */
1496 for (dy = 0; dy < 3; dy++)
1497 for (dx = 0; dx < 3; dx++)
1498 if (mask & (1 << (dy*3+dx))) {
1499 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1500 if (dset == -currval) {
1501 ret->changes[i].x = setx + dx;
1502 ret->changes[i].y = sety + dy;
1503 ret->changes[i].delta = dset;
1507 assert(i == ret->n);
1512 * Having set up the precise list of changes we're going to
1513 * make, we now simply make them and return.
1515 for (i = 0; i < ret->n; i++) {
1518 x = ret->changes[i].x;
1519 y = ret->changes[i].y;
1520 delta = ret->changes[i].delta;
1523 * Check we're not trying to add an existing mine or remove
1526 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1529 * Actually make the change.
1531 ctx->grid[y*ctx->w+x] = (delta > 0);
1534 * Update any numbers already present in the grid.
1536 for (dy = -1; dy <= +1; dy++)
1537 for (dx = -1; dx <= +1; dx++)
1538 if (x+dx >= 0 && x+dx < ctx->w &&
1539 y+dy >= 0 && y+dy < ctx->h &&
1540 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1541 if (dx == 0 && dy == 0) {
1543 * The square itself is marked as known in
1544 * the grid. Mark it as a mine if it's a
1545 * mine, or else work out its number.
1548 grid[y*ctx->w+x] = -1;
1550 int dx2, dy2, minecount = 0;
1551 for (dy2 = -1; dy2 <= +1; dy2++)
1552 for (dx2 = -1; dx2 <= +1; dx2++)
1553 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1554 y+dy2 >= 0 && y+dy2 < ctx->h &&
1555 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1557 grid[y*ctx->w+x] = minecount;
1560 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1561 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1566 #ifdef GENERATION_DIAGNOSTICS
1569 printf("grid after perturbing:\n");
1570 for (yy = 0; yy < ctx->h; yy++) {
1571 for (xx = 0; xx < ctx->w; xx++) {
1572 int v = ctx->grid[yy*ctx->w+xx];
1573 if (yy == ctx->sy && xx == ctx->sx) {
1591 static char *minegen(int w, int h, int n, int x, int y, int unique,
1594 char *ret = snewn(w*h, char);
1600 memset(ret, 0, w*h);
1603 * Start by placing n mines, none of which is at x,y or within
1607 int *tmp = snewn(w*h, int);
1611 * Write down the list of possible mine locations.
1614 for (i = 0; i < h; i++)
1615 for (j = 0; j < w; j++)
1616 if (abs(i - y) > 1 || abs(j - x) > 1)
1620 * Now pick n off the list at random.
1624 i = random_upto(rs, k);
1632 #ifdef GENERATION_DIAGNOSTICS
1635 printf("grid after initial generation:\n");
1636 for (yy = 0; yy < h; yy++) {
1637 for (xx = 0; xx < w; xx++) {
1638 int v = ret[yy*w+xx];
1639 if (yy == y && xx == x) {
1655 * Now set up a results grid to run the solver in, and a
1656 * context for the solver to open squares. Then run the solver
1657 * repeatedly; if the number of perturb steps ever goes up or
1658 * it ever returns -1, give up completely.
1660 * We bypass this bit if we're not after a unique grid.
1663 signed char *solvegrid = snewn(w*h, char);
1664 struct minectx actx, *ctx = &actx;
1665 int solveret, prevret = -2;
1675 memset(solvegrid, -2, w*h);
1676 solvegrid[y*w+x] = mineopen(ctx, x, y);
1677 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1680 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1681 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1684 } else if (solveret == 0) {
1701 * The Mines game descriptions contain the location of every mine,
1702 * and can therefore be used to cheat.
1704 * It would be pointless to attempt to _prevent_ this form of
1705 * cheating by encrypting the description, since Mines is
1706 * open-source so anyone can find out the encryption key. However,
1707 * I think it is worth doing a bit of gentle obfuscation to prevent
1708 * _accidental_ spoilers: if you happened to note that the game ID
1709 * starts with an F, for example, you might be unable to put the
1710 * knowledge of those mines out of your mind while playing. So,
1711 * just as discussions of film endings are rot13ed to avoid
1712 * spoiling it for people who don't want to be told, we apply a
1713 * keyless, reversible, but visually completely obfuscatory masking
1714 * function to the mine bitmap.
1716 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1718 int bytes, firsthalf, secondhalf;
1720 unsigned char *seedstart;
1722 unsigned char *targetstart;
1728 * My obfuscation algorithm is similar in concept to the OAEP
1729 * encoding used in some forms of RSA. Here's a specification
1732 * + We have a `masking function' which constructs a stream of
1733 * pseudorandom bytes from a seed of some number of input
1736 * + We pad out our input bit stream to a whole number of
1737 * bytes by adding up to 7 zero bits on the end. (In fact
1738 * the bitmap passed as input to this function will already
1739 * have had this done in practice.)
1741 * + We divide the _byte_ stream exactly in half, rounding the
1742 * half-way position _down_. So an 81-bit input string, for
1743 * example, rounds up to 88 bits or 11 bytes, and then
1744 * dividing by two gives 5 bytes in the first half and 6 in
1747 * + We generate a mask from the second half of the bytes, and
1748 * XOR it over the first half.
1750 * + We generate a mask from the (encoded) first half of the
1751 * bytes, and XOR it over the second half. Any null bits at
1752 * the end which were added as padding are cleared back to
1753 * zero even if this operation would have made them nonzero.
1755 * To de-obfuscate, the steps are precisely the same except
1756 * that the final two are reversed.
1758 * Finally, our masking function. Given an input seed string of
1759 * bytes, the output mask consists of concatenating the SHA-1
1760 * hashes of the seed string and successive decimal integers,
1764 bytes = (bits + 7) / 8;
1765 firsthalf = bytes / 2;
1766 secondhalf = bytes - firsthalf;
1768 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1769 steps[decode ? 1 : 0].seedlen = secondhalf;
1770 steps[decode ? 1 : 0].targetstart = bmp;
1771 steps[decode ? 1 : 0].targetlen = firsthalf;
1773 steps[decode ? 0 : 1].seedstart = bmp;
1774 steps[decode ? 0 : 1].seedlen = firsthalf;
1775 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1776 steps[decode ? 0 : 1].targetlen = secondhalf;
1778 for (i = 0; i < 2; i++) {
1779 SHA_State base, final;
1780 unsigned char digest[20];
1782 int digestpos = 20, counter = 0;
1785 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1787 for (j = 0; j < steps[i].targetlen; j++) {
1788 if (digestpos >= 20) {
1789 sprintf(numberbuf, "%d", counter++);
1791 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1792 SHA_Final(&final, digest);
1795 steps[i].targetstart[j] ^= digest[digestpos]++;
1799 * Mask off the pad bits in the final byte after both steps.
1802 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1806 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1807 random_state *rs, char **game_desc)
1809 signed char *grid, *ret, *p;
1813 grid = minegen(w, h, n, x, y, unique, rs);
1817 * Set up the mine bitmap and obfuscate it.
1820 bmp = snewn((area + 7) / 8, unsigned char);
1821 memset(bmp, 0, (area + 7) / 8);
1822 for (i = 0; i < area; i++) {
1824 bmp[i / 8] |= 0x80 >> (i % 8);
1826 obfuscate_bitmap(bmp, area, FALSE);
1829 * Now encode the resulting bitmap in hex. We can work to
1830 * nibble rather than byte granularity, since the obfuscation
1831 * function guarantees to return a bit string of the same
1832 * length as its input.
1834 ret = snewn((area+3)/4 + 100, char);
1835 p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
1836 for (i = 0; i < (area+3)/4; i++) {
1840 *p++ = "0123456789abcdef"[v & 0xF];
1852 static char *new_game_desc(game_params *params, random_state *rs,
1853 game_aux_info **aux, int interactive)
1857 * For batch-generated grids, pre-open one square.
1859 int x = random_upto(rs, params->w);
1860 int y = random_upto(rs, params->h);
1864 grid = new_mine_layout(params->w, params->h, params->n,
1865 x, y, params->unique, rs, &desc);
1869 char *rsdesc, *desc;
1871 rsdesc = random_state_encode(rs);
1872 desc = snewn(strlen(rsdesc) + 100, char);
1873 sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc);
1879 static void game_free_aux_info(game_aux_info *aux)
1881 assert(!"Shouldn't happen");
1884 static char *validate_desc(game_params *params, char *desc)
1886 int wh = params->w * params->h;
1890 if (!*desc || !isdigit((unsigned char)*desc))
1891 return "No initial mine count in game description";
1892 while (*desc && isdigit((unsigned char)*desc))
1893 desc++; /* skip over mine count */
1895 return "No ',' after initial x-coordinate in game description";
1897 if (*desc != 'u' && *desc != 'a')
1898 return "No uniqueness specifier in game description";
1901 return "No ',' after uniqueness specifier in game description";
1902 /* now ignore the rest */
1904 if (!*desc || !isdigit((unsigned char)*desc))
1905 return "No initial x-coordinate in game description";
1907 if (x < 0 || x >= params->w)
1908 return "Initial x-coordinate was out of range";
1909 while (*desc && isdigit((unsigned char)*desc))
1910 desc++; /* skip over x coordinate */
1912 return "No ',' after initial x-coordinate in game description";
1913 desc++; /* eat comma */
1914 if (!*desc || !isdigit((unsigned char)*desc))
1915 return "No initial y-coordinate in game description";
1917 if (y < 0 || y >= params->h)
1918 return "Initial y-coordinate was out of range";
1919 while (*desc && isdigit((unsigned char)*desc))
1920 desc++; /* skip over y coordinate */
1922 return "No ',' after initial y-coordinate in game description";
1923 desc++; /* eat comma */
1924 /* eat `m', meaning `masked', if present */
1927 /* now just check length of remainder */
1928 if (strlen(desc) != (wh+3)/4)
1929 return "Game description is wrong length";
1935 static int open_square(game_state *state, int x, int y)
1937 int w = state->w, h = state->h;
1938 int xx, yy, nmines, ncovered;
1940 if (!state->layout->mines) {
1942 * We have a preliminary game in which the mine layout
1943 * hasn't been generated yet. Generate it based on the
1944 * initial click location.
1947 state->layout->mines = new_mine_layout(w, h, state->layout->n,
1948 x, y, state->layout->unique,
1951 midend_supersede_game_desc(state->layout->me, desc);
1953 random_free(state->layout->rs);
1954 state->layout->rs = NULL;
1957 if (state->layout->mines[y*w+x]) {
1959 * The player has landed on a mine. Bad luck. Expose all
1963 for (yy = 0; yy < h; yy++)
1964 for (xx = 0; xx < w; xx++) {
1965 if (state->layout->mines[yy*w+xx] &&
1966 (state->grid[yy*w+xx] == -2 ||
1967 state->grid[yy*w+xx] == -3)) {
1968 state->grid[yy*w+xx] = 64;
1970 if (!state->layout->mines[yy*w+xx] &&
1971 state->grid[yy*w+xx] == -1) {
1972 state->grid[yy*w+xx] = 66;
1975 state->grid[y*w+x] = 65;
1980 * Otherwise, the player has opened a safe square. Mark it to-do.
1982 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
1985 * Now go through the grid finding all `todo' values and
1986 * opening them. Every time one of them turns out to have no
1987 * neighbouring mines, we add all its unopened neighbours to
1990 * FIXME: We really ought to be able to do this better than
1991 * using repeated N^2 scans of the grid.
1994 int done_something = FALSE;
1996 for (yy = 0; yy < h; yy++)
1997 for (xx = 0; xx < w; xx++)
1998 if (state->grid[yy*w+xx] == -10) {
2001 assert(!state->layout->mines[yy*w+xx]);
2005 for (dx = -1; dx <= +1; dx++)
2006 for (dy = -1; dy <= +1; dy++)
2007 if (xx+dx >= 0 && xx+dx < state->w &&
2008 yy+dy >= 0 && yy+dy < state->h &&
2009 state->layout->mines[(yy+dy)*w+(xx+dx)])
2012 state->grid[yy*w+xx] = v;
2015 for (dx = -1; dx <= +1; dx++)
2016 for (dy = -1; dy <= +1; dy++)
2017 if (xx+dx >= 0 && xx+dx < state->w &&
2018 yy+dy >= 0 && yy+dy < state->h &&
2019 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2020 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2023 done_something = TRUE;
2026 if (!done_something)
2031 * Finally, scan the grid and see if exactly as many squares
2032 * are still covered as there are mines. If so, set the `won'
2033 * flag and fill in mine markers on all covered squares.
2035 nmines = ncovered = 0;
2036 for (yy = 0; yy < h; yy++)
2037 for (xx = 0; xx < w; xx++) {
2038 if (state->grid[yy*w+xx] < 0)
2040 if (state->layout->mines[yy*w+xx])
2043 assert(ncovered >= nmines);
2044 if (ncovered == nmines) {
2045 for (yy = 0; yy < h; yy++)
2046 for (xx = 0; xx < w; xx++) {
2047 if (state->grid[yy*w+xx] < 0)
2048 state->grid[yy*w+xx] = -1;
2056 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2058 game_state *state = snew(game_state);
2059 int i, wh, x, y, ret, masked;
2062 state->w = params->w;
2063 state->h = params->h;
2064 state->n = params->n;
2065 state->dead = state->won = FALSE;
2066 state->used_solve = state->just_used_solve = FALSE;
2068 wh = state->w * state->h;
2070 state->layout = snew(struct mine_layout);
2071 state->layout->refcount = 1;
2073 state->grid = snewn(wh, char);
2074 memset(state->grid, -2, wh);
2078 state->layout->n = atoi(desc);
2079 while (*desc && isdigit((unsigned char)*desc))
2080 desc++; /* skip over mine count */
2081 if (*desc) desc++; /* eat comma */
2083 state->layout->unique = FALSE;
2085 state->layout->unique = TRUE;
2087 if (*desc) desc++; /* eat comma */
2089 state->layout->mines = NULL;
2090 state->layout->rs = random_state_decode(desc);
2091 state->layout->me = me;
2094 state->layout->rs = NULL;
2095 state->layout->me = NULL;
2097 state->layout->mines = snewn(wh, char);
2099 while (*desc && isdigit((unsigned char)*desc))
2100 desc++; /* skip over x coordinate */
2101 if (*desc) desc++; /* eat comma */
2103 while (*desc && isdigit((unsigned char)*desc))
2104 desc++; /* skip over y coordinate */
2105 if (*desc) desc++; /* eat comma */
2112 * We permit game IDs to be entered by hand without the
2113 * masking transformation.
2118 bmp = snewn((wh + 7) / 8, unsigned char);
2119 memset(bmp, 0, (wh + 7) / 8);
2120 for (i = 0; i < (wh+3)/4; i++) {
2124 assert(c != 0); /* validate_desc should have caught */
2125 if (c >= '0' && c <= '9')
2127 else if (c >= 'a' && c <= 'f')
2129 else if (c >= 'A' && c <= 'F')
2134 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2138 obfuscate_bitmap(bmp, wh, TRUE);
2140 memset(state->layout->mines, 0, wh);
2141 for (i = 0; i < wh; i++) {
2142 if (bmp[i / 8] & (0x80 >> (i % 8)))
2143 state->layout->mines[i] = 1;
2146 ret = open_square(state, x, y);
2152 static game_state *dup_game(game_state *state)
2154 game_state *ret = snew(game_state);
2159 ret->dead = state->dead;
2160 ret->won = state->won;
2161 ret->used_solve = state->used_solve;
2162 ret->just_used_solve = state->just_used_solve;
2163 ret->layout = state->layout;
2164 ret->layout->refcount++;
2165 ret->grid = snewn(ret->w * ret->h, char);
2166 memcpy(ret->grid, state->grid, ret->w * ret->h);
2171 static void free_game(game_state *state)
2173 if (--state->layout->refcount <= 0) {
2174 sfree(state->layout->mines);
2175 if (state->layout->rs)
2176 random_free(state->layout->rs);
2177 sfree(state->layout);
2183 static game_state *solve_game(game_state *state, game_aux_info *aux,
2187 * Simply expose the entire grid as if it were a completed
2193 if (!state->layout->mines) {
2194 *error = "Game has not been started yet";
2198 ret = dup_game(state);
2199 for (yy = 0; yy < ret->h; yy++)
2200 for (xx = 0; xx < ret->w; xx++) {
2202 if (ret->layout->mines[yy*ret->w+xx]) {
2203 ret->grid[yy*ret->w+xx] = -1;
2209 for (dx = -1; dx <= +1; dx++)
2210 for (dy = -1; dy <= +1; dy++)
2211 if (xx+dx >= 0 && xx+dx < ret->w &&
2212 yy+dy >= 0 && yy+dy < ret->h &&
2213 ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
2216 ret->grid[yy*ret->w+xx] = v;
2219 ret->used_solve = ret->just_used_solve = TRUE;
2225 static char *game_text_format(game_state *state)
2230 ret = snewn((state->w + 1) * state->h + 1, char);
2231 for (y = 0; y < state->h; y++) {
2232 for (x = 0; x < state->w; x++) {
2233 int v = state->grid[y*state->w+x];
2236 else if (v >= 1 && v <= 8)
2240 else if (v == -2 || v == -3)
2244 ret[y * (state->w+1) + x] = v;
2246 ret[y * (state->w+1) + state->w] = '\n';
2248 ret[(state->w + 1) * state->h] = '\0';
2254 int hx, hy, hradius; /* for mouse-down highlights */
2258 static game_ui *new_ui(game_state *state)
2260 game_ui *ui = snew(game_ui);
2261 ui->hx = ui->hy = -1;
2263 ui->flash_is_death = FALSE; /* *shrug* */
2267 static void free_ui(game_ui *ui)
2272 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
2273 int x, int y, int button)
2278 if (from->dead || from->won)
2279 return NULL; /* no further moves permitted */
2281 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2282 !IS_MOUSE_RELEASE(button))
2287 if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
2290 if (button == LEFT_BUTTON || button == LEFT_DRAG) {
2292 * Mouse-downs and mouse-drags just cause highlighting
2297 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2301 if (button == RIGHT_BUTTON) {
2303 * Right-clicking only works on a covered square, and it
2304 * toggles between -1 (marked as mine) and -2 (not marked
2307 * FIXME: question marks.
2309 if (from->grid[cy * from->w + cx] != -2 &&
2310 from->grid[cy * from->w + cx] != -1)
2313 ret = dup_game(from);
2314 ret->just_used_solve = FALSE;
2315 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2320 if (button == LEFT_RELEASE) {
2321 ui->hx = ui->hy = -1;
2325 * At this stage we must never return NULL: we have adjusted
2326 * the ui, so at worst we return `from'.
2330 * Left-clicking on a covered square opens a tile. Not
2331 * permitted if the tile is marked as a mine, for safety.
2332 * (Unmark it and _then_ open it.)
2334 if (from->grid[cy * from->w + cx] == -2 ||
2335 from->grid[cy * from->w + cx] == -3) {
2336 ret = dup_game(from);
2337 ret->just_used_solve = FALSE;
2338 open_square(ret, cx, cy);
2343 * Left-clicking on an uncovered tile: first we check to see if
2344 * the number of mine markers surrounding the tile is equal to
2345 * its mine count, and if so then we open all other surrounding
2348 if (from->grid[cy * from->w + cx] > 0) {
2351 /* Count mine markers. */
2353 for (dy = -1; dy <= +1; dy++)
2354 for (dx = -1; dx <= +1; dx++)
2355 if (cx+dx >= 0 && cx+dx < from->w &&
2356 cy+dy >= 0 && cy+dy < from->h) {
2357 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2361 if (n == from->grid[cy * from->w + cx]) {
2362 ret = dup_game(from);
2363 ret->just_used_solve = FALSE;
2364 for (dy = -1; dy <= +1; dy++)
2365 for (dx = -1; dx <= +1; dx++)
2366 if (cx+dx >= 0 && cx+dx < ret->w &&
2367 cy+dy >= 0 && cy+dy < ret->h &&
2368 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2369 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2370 open_square(ret, cx+dx, cy+dy);
2381 /* ----------------------------------------------------------------------
2385 struct game_drawstate {
2389 * Items in this `grid' array have all the same values as in
2390 * the game_state grid, and in addition:
2392 * - -10 means the tile was drawn `specially' as a result of a
2393 * flash, so it will always need redrawing.
2395 * - -22 and -23 mean the tile is highlighted for a possible
2400 static void game_size(game_params *params, int *x, int *y)
2402 *x = BORDER * 2 + TILE_SIZE * params->w;
2403 *y = BORDER * 2 + TILE_SIZE * params->h;
2406 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2408 float *ret = snewn(3 * NCOLOURS, float);
2410 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2412 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2413 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2414 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2416 ret[COL_1 * 3 + 0] = 0.0F;
2417 ret[COL_1 * 3 + 1] = 0.0F;
2418 ret[COL_1 * 3 + 2] = 1.0F;
2420 ret[COL_2 * 3 + 0] = 0.0F;
2421 ret[COL_2 * 3 + 1] = 0.5F;
2422 ret[COL_2 * 3 + 2] = 0.0F;
2424 ret[COL_3 * 3 + 0] = 1.0F;
2425 ret[COL_3 * 3 + 1] = 0.0F;
2426 ret[COL_3 * 3 + 2] = 0.0F;
2428 ret[COL_4 * 3 + 0] = 0.0F;
2429 ret[COL_4 * 3 + 1] = 0.0F;
2430 ret[COL_4 * 3 + 2] = 0.5F;
2432 ret[COL_5 * 3 + 0] = 0.5F;
2433 ret[COL_5 * 3 + 1] = 0.0F;
2434 ret[COL_5 * 3 + 2] = 0.0F;
2436 ret[COL_6 * 3 + 0] = 0.0F;
2437 ret[COL_6 * 3 + 1] = 0.5F;
2438 ret[COL_6 * 3 + 2] = 0.5F;
2440 ret[COL_7 * 3 + 0] = 0.0F;
2441 ret[COL_7 * 3 + 1] = 0.0F;
2442 ret[COL_7 * 3 + 2] = 0.0F;
2444 ret[COL_8 * 3 + 0] = 0.5F;
2445 ret[COL_8 * 3 + 1] = 0.5F;
2446 ret[COL_8 * 3 + 2] = 0.5F;
2448 ret[COL_MINE * 3 + 0] = 0.0F;
2449 ret[COL_MINE * 3 + 1] = 0.0F;
2450 ret[COL_MINE * 3 + 2] = 0.0F;
2452 ret[COL_BANG * 3 + 0] = 1.0F;
2453 ret[COL_BANG * 3 + 1] = 0.0F;
2454 ret[COL_BANG * 3 + 2] = 0.0F;
2456 ret[COL_CROSS * 3 + 0] = 1.0F;
2457 ret[COL_CROSS * 3 + 1] = 0.0F;
2458 ret[COL_CROSS * 3 + 2] = 0.0F;
2460 ret[COL_FLAG * 3 + 0] = 1.0F;
2461 ret[COL_FLAG * 3 + 1] = 0.0F;
2462 ret[COL_FLAG * 3 + 2] = 0.0F;
2464 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2465 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2466 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2468 ret[COL_QUERY * 3 + 0] = 0.0F;
2469 ret[COL_QUERY * 3 + 1] = 0.0F;
2470 ret[COL_QUERY * 3 + 2] = 0.0F;
2472 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2473 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2474 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2476 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2477 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2478 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2480 *ncolours = NCOLOURS;
2484 static game_drawstate *game_new_drawstate(game_state *state)
2486 struct game_drawstate *ds = snew(struct game_drawstate);
2490 ds->started = FALSE;
2491 ds->grid = snewn(ds->w * ds->h, char);
2493 memset(ds->grid, -99, ds->w * ds->h);
2498 static void game_free_drawstate(game_drawstate *ds)
2504 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2510 if (v == -22 || v == -23) {
2514 * Omit the highlights in this case.
2516 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2517 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2518 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2519 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2522 * Draw highlights to indicate the square is covered.
2524 coords[0] = x + TILE_SIZE - 1;
2525 coords[1] = y + TILE_SIZE - 1;
2526 coords[2] = x + TILE_SIZE - 1;
2529 coords[5] = y + TILE_SIZE - 1;
2530 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2531 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2535 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2536 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2538 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2539 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2547 #define SETCOORD(n, dx, dy) do { \
2548 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2549 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2551 SETCOORD(0, 0.6, 0.35);
2552 SETCOORD(1, 0.6, 0.7);
2553 SETCOORD(2, 0.8, 0.8);
2554 SETCOORD(3, 0.25, 0.8);
2555 SETCOORD(4, 0.55, 0.7);
2556 SETCOORD(5, 0.55, 0.35);
2557 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2558 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2560 SETCOORD(0, 0.6, 0.2);
2561 SETCOORD(1, 0.6, 0.5);
2562 SETCOORD(2, 0.2, 0.35);
2563 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2564 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2567 } else if (v == -3) {
2569 * Draw a question mark.
2571 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2572 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2573 ALIGN_VCENTRE | ALIGN_HCENTRE,
2578 * Clear the square to the background colour, and draw thin
2579 * grid lines along the top and left.
2581 * Exception is that for value 65 (mine we've just trodden
2582 * on), we clear the square to COL_BANG.
2584 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2585 (v == 65 ? COL_BANG :
2586 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2587 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2588 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2590 if (v > 0 && v <= 8) {
2597 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2598 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2599 ALIGN_VCENTRE | ALIGN_HCENTRE,
2600 (COL_1 - 1) + v, str);
2602 } else if (v >= 64) {
2606 * FIXME: this could be done better!
2609 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2610 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2611 ALIGN_VCENTRE | ALIGN_HCENTRE,
2615 int cx = x + TILE_SIZE / 2;
2616 int cy = y + TILE_SIZE / 2;
2617 int r = TILE_SIZE / 2 - 3;
2619 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2622 for (i = 0; i < 4*5*2; i += 5*2) {
2623 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2624 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2625 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2626 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2627 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2628 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2629 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2630 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2631 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2632 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2642 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2643 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2645 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2651 * Cross through the mine.
2654 for (dx = -1; dx <= +1; dx++) {
2655 draw_line(fe, x + 3 + dx, y + 2,
2656 x + TILE_SIZE - 3 + dx,
2657 y + TILE_SIZE - 2, COL_CROSS);
2658 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2659 x + 3 + dx, y + TILE_SIZE - 2,
2666 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2669 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2670 game_state *state, int dir, game_ui *ui,
2671 float animtime, float flashtime)
2674 int mines, markers, bg;
2677 int frame = (flashtime / FLASH_FRAME);
2679 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2681 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2683 bg = COL_BACKGROUND;
2689 TILE_SIZE * state->w + 2 * BORDER,
2690 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2691 draw_update(fe, 0, 0,
2692 TILE_SIZE * state->w + 2 * BORDER,
2693 TILE_SIZE * state->h + 2 * BORDER);
2696 * Recessed area containing the whole puzzle.
2698 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2699 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2700 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2701 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2702 coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2703 coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2704 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
2705 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
2707 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2708 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2709 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
2710 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
2716 * Now draw the tiles. Also in this loop, count up the number
2717 * of mines and mine markers.
2719 mines = markers = 0;
2720 for (y = 0; y < ds->h; y++)
2721 for (x = 0; x < ds->w; x++) {
2722 int v = state->grid[y*ds->w+x];
2726 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2729 if ((v == -2 || v == -3) &&
2730 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2733 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2734 draw_tile(fe, COORD(x), COORD(y), v, bg);
2735 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2739 if (!state->layout->mines)
2740 mines = state->layout->n;
2743 * Update the status bar.
2746 char statusbar[512];
2748 sprintf(statusbar, "GAME OVER!");
2749 } else if (state->won) {
2750 if (state->used_solve)
2751 sprintf(statusbar, "Auto-solved.");
2753 sprintf(statusbar, "COMPLETED!");
2755 sprintf(statusbar, "Mines marked: %d / %d", markers, mines);
2757 status_bar(fe, statusbar);
2761 static float game_anim_length(game_state *oldstate, game_state *newstate,
2762 int dir, game_ui *ui)
2767 static float game_flash_length(game_state *oldstate, game_state *newstate,
2768 int dir, game_ui *ui)
2770 if (oldstate->used_solve || newstate->used_solve)
2773 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2774 if (newstate->dead) {
2775 ui->flash_is_death = TRUE;
2776 return 3 * FLASH_FRAME;
2778 if (newstate->won) {
2779 ui->flash_is_death = FALSE;
2780 return 2 * FLASH_FRAME;
2786 static int game_wants_statusbar(void)
2791 static int game_timing_state(game_state *state)
2793 if (state->dead || state->won || !state->layout->mines)
2799 #define thegame mines
2802 const struct game thegame = {
2803 "Mines", "games.mines",
2810 TRUE, game_configure, custom_params,
2819 TRUE, game_text_format,
2826 game_free_drawstate,
2830 game_wants_statusbar,
2831 TRUE, game_timing_state,