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 struct mine_layout *layout; /* real mine positions */
74 signed char *grid; /* player knowledge */
76 * Each item in the `grid' array is one of the following values:
78 * - 0 to 8 mean the square is open and has a surrounding mine
81 * - -1 means the square is marked as a mine.
83 * - -2 means the square is unknown.
85 * - -3 means the square is marked with a question mark
86 * (FIXME: do we even want to bother with this?).
88 * - 64 means the square has had a mine revealed when the game
91 * - 65 means the square had a mine revealed and this was the
92 * one the player hits.
94 * - 66 means the square has a crossed-out mine because the
95 * player had incorrectly marked it.
99 static game_params *default_params(void)
101 game_params *ret = snew(game_params);
110 static int game_fetch_preset(int i, char **name, game_params **params)
114 static const struct { int w, h, n; } values[] = {
120 if (i < 0 || i >= lenof(values))
123 ret = snew(game_params);
124 ret->w = values[i].w;
125 ret->h = values[i].h;
126 ret->n = values[i].n;
129 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
136 static void free_params(game_params *params)
141 static game_params *dup_params(game_params *params)
143 game_params *ret = snew(game_params);
144 *ret = *params; /* structure copy */
148 static void decode_params(game_params *params, char const *string)
150 char const *p = string;
153 while (*p && isdigit((unsigned char)*p)) p++;
157 while (*p && isdigit((unsigned char)*p)) p++;
159 params->h = params->w;
164 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
166 params->n = params->w * params->h / 10;
172 params->unique = FALSE;
174 p++; /* skip any other gunk */
178 static char *encode_params(game_params *params, int full)
183 len = sprintf(ret, "%dx%d", params->w, params->h);
185 * Mine count is a generation-time parameter, since it can be
186 * deduced from the mine bitmap!
189 len += sprintf(ret+len, "n%d", params->n);
190 if (full && !params->unique)
192 assert(len < lenof(ret));
198 static config_item *game_configure(game_params *params)
203 ret = snewn(5, config_item);
205 ret[0].name = "Width";
206 ret[0].type = C_STRING;
207 sprintf(buf, "%d", params->w);
208 ret[0].sval = dupstr(buf);
211 ret[1].name = "Height";
212 ret[1].type = C_STRING;
213 sprintf(buf, "%d", params->h);
214 ret[1].sval = dupstr(buf);
217 ret[2].name = "Mines";
218 ret[2].type = C_STRING;
219 sprintf(buf, "%d", params->n);
220 ret[2].sval = dupstr(buf);
223 ret[3].name = "Ensure solubility";
224 ret[3].type = C_BOOLEAN;
226 ret[3].ival = params->unique;
236 static game_params *custom_params(config_item *cfg)
238 game_params *ret = snew(game_params);
240 ret->w = atoi(cfg[0].sval);
241 ret->h = atoi(cfg[1].sval);
242 ret->n = atoi(cfg[2].sval);
243 if (strchr(cfg[2].sval, '%'))
244 ret->n = ret->n * (ret->w * ret->h) / 100;
245 ret->unique = cfg[3].ival;
250 static char *validate_params(game_params *params)
252 if (params->w <= 0 && params->h <= 0)
253 return "Width and height must both be greater than zero";
255 return "Width must be greater than zero";
257 return "Height must be greater than zero";
258 if (params->n > params->w * params->h - 9)
259 return "Too many mines for grid size";
262 * FIXME: Need more constraints here. Not sure what the
263 * sensible limits for Minesweeper actually are. The limits
264 * probably ought to change, however, depending on uniqueness.
270 /* ----------------------------------------------------------------------
271 * Minesweeper solver, used to ensure the generated grids are
272 * solvable without having to take risks.
276 * Count the bits in a word. Only needs to cope with 16 bits.
278 static int bitcount16(int word)
280 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
281 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
282 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
283 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
289 * We use a tree234 to store a large number of small localised
290 * sets, each with a mine count. We also keep some of those sets
291 * linked together into a to-do list.
294 short x, y, mask, mines;
296 struct set *prev, *next;
299 static int setcmp(void *av, void *bv)
301 struct set *a = (struct set *)av;
302 struct set *b = (struct set *)bv;
306 else if (a->y > b->y)
308 else if (a->x < b->x)
310 else if (a->x > b->x)
312 else if (a->mask < b->mask)
314 else if (a->mask > b->mask)
322 struct set *todo_head, *todo_tail;
325 static struct setstore *ss_new(void)
327 struct setstore *ss = snew(struct setstore);
328 ss->sets = newtree234(setcmp);
329 ss->todo_head = ss->todo_tail = NULL;
334 * Take two input sets, in the form (x,y,mask). Munge the first by
335 * taking either its intersection with the second or its difference
336 * with the second. Return the new mask part of the first set.
338 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
342 * Adjust the second set so that it has the same x,y
343 * coordinates as the first.
345 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
349 mask2 &= ~(4|32|256);
359 mask2 &= ~(64|128|256);
371 * Invert the second set if `diff' is set (we're after A &~ B
372 * rather than A & B).
378 * Now all that's left is a logical AND.
380 return mask1 & mask2;
383 static void ss_add_todo(struct setstore *ss, struct set *s)
386 return; /* already on it */
388 #ifdef SOLVER_DIAGNOSTICS
389 printf("adding set on todo list: %d,%d %03x %d\n",
390 s->x, s->y, s->mask, s->mines);
393 s->prev = ss->todo_tail;
403 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
410 * Normalise so that x and y are genuinely the bounding
413 while (!(mask & (1|8|64)))
415 while (!(mask & (1|2|4)))
419 * Create a set structure and add it to the tree.
421 s = snew(struct set);
427 if (add234(ss->sets, s) != s) {
429 * This set already existed! Free it and return.
436 * We've added a new set to the tree, so put it on the todo
442 static void ss_remove(struct setstore *ss, struct set *s)
444 struct set *next = s->next, *prev = s->prev;
446 #ifdef SOLVER_DIAGNOSTICS
447 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
450 * Remove s from the todo list.
454 else if (s == ss->todo_head)
455 ss->todo_head = next;
459 else if (s == ss->todo_tail)
460 ss->todo_tail = prev;
465 * Remove s from the tree.
470 * Destroy the actual set structure.
476 * Return a dynamically allocated list of all the sets which
477 * overlap a provided input set.
479 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
481 struct set **ret = NULL;
482 int nret = 0, retsize = 0;
485 for (xx = x-3; xx < x+3; xx++)
486 for (yy = y-3; yy < y+3; yy++) {
491 * Find the first set with these top left coordinates.
497 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
498 while ((s = index234(ss->sets, pos)) != NULL &&
499 s->x == xx && s->y == yy) {
501 * This set potentially overlaps the input one.
502 * Compute the intersection to see if they
503 * really overlap, and add it to the list if
506 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
508 * There's an overlap.
510 if (nret >= retsize) {
512 ret = sresize(ret, retsize, struct set *);
522 ret = sresize(ret, nret+1, struct set *);
529 * Get an element from the head of the set todo list.
531 static struct set *ss_todo(struct setstore *ss)
534 struct set *ret = ss->todo_head;
535 ss->todo_head = ret->next;
537 ss->todo_head->prev = NULL;
539 ss->todo_tail = NULL;
540 ret->next = ret->prev = NULL;
553 static void std_add(struct squaretodo *std, int i)
556 std->next[std->tail] = i;
563 static void known_squares(int w, int h, struct squaretodo *std,
565 int (*open)(void *ctx, int x, int y), void *openctx,
566 int x, int y, int mask, int mine)
572 for (yy = 0; yy < 3; yy++)
573 for (xx = 0; xx < 3; xx++) {
575 int i = (y + yy) * w + (x + xx);
578 * It's possible that this square is _already_
579 * known, in which case we don't try to add it to
585 grid[i] = -1; /* and don't open it! */
587 grid[i] = open(openctx, x + xx, y + yy);
588 assert(grid[i] != -1); /* *bang* */
599 * This is data returned from the `perturb' function. It details
600 * which squares have become mines and which have become clear. The
601 * solver is (of course) expected to honourably not use that
602 * knowledge directly, but to efficently adjust its internal data
603 * structures and proceed based on only the information it
606 struct perturbation {
608 int delta; /* +1 == become a mine; -1 == cleared */
610 struct perturbations {
612 struct perturbation *changes;
616 * Main solver entry point. You give it a grid of existing
617 * knowledge (-1 for a square known to be a mine, 0-8 for empty
618 * squares with a given number of neighbours, -2 for completely
619 * unknown), plus a function which you can call to open new squares
620 * once you're confident of them. It fills in as much more of the
625 * - -1 means deduction stalled and nothing could be done
626 * - 0 means deduction succeeded fully
627 * - >0 means deduction succeeded but some number of perturbation
628 * steps were required; the exact return value is the number of
631 static int minesolve(int w, int h, int n, signed char *grid,
632 int (*open)(void *ctx, int x, int y),
633 struct perturbations *(*perturb)(void *ctx,
635 int x, int y, int mask),
636 void *ctx, random_state *rs)
638 struct setstore *ss = ss_new();
640 struct squaretodo astd, *std = &astd;
645 * Set up a linked list of squares with known contents, so that
646 * we can process them one by one.
648 std->next = snewn(w*h, int);
649 std->head = std->tail = -1;
652 * Initialise that list with all known squares in the input
655 for (y = 0; y < h; y++) {
656 for (x = 0; x < w; x++) {
664 * Main deductive loop.
667 int done_something = FALSE;
671 * If there are any known squares on the todo list, process
672 * them and construct a set for each.
674 while (std->head != -1) {
676 #ifdef SOLVER_DIAGNOSTICS
677 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
679 std->head = std->next[i];
687 int dx, dy, mines, bit, val;
688 #ifdef SOLVER_DIAGNOSTICS
689 printf("creating set around this square\n");
692 * Empty square. Construct the set of non-known squares
693 * around this one, and determine its mine count.
698 for (dy = -1; dy <= +1; dy++) {
699 for (dx = -1; dx <= +1; dx++) {
700 #ifdef SOLVER_DIAGNOSTICS
701 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
703 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
704 /* ignore this one */;
705 else if (grid[i+dy*w+dx] == -1)
707 else if (grid[i+dy*w+dx] == -2)
713 ss_add(ss, x-1, y-1, val, mines);
717 * Now, whether the square is empty or full, we must
718 * find any set which contains it and replace it with
719 * one which does not.
722 #ifdef SOLVER_DIAGNOSTICS
723 printf("finding sets containing known square %d,%d\n", x, y);
725 list = ss_overlap(ss, x, y, 1);
727 for (j = 0; list[j]; j++) {
728 int newmask, newmines;
733 * Compute the mask for this set minus the
734 * newly known square.
736 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
739 * Compute the new mine count.
741 newmines = s->mines - (grid[i] == -1);
744 * Insert the new set into the collection,
745 * unless it's been whittled right down to
749 ss_add(ss, s->x, s->y, newmask, newmines);
752 * Destroy the old one; it is actually obsolete.
761 * Marking a fresh square as known certainly counts as
764 done_something = TRUE;
768 * Now pick a set off the to-do list and attempt deductions
771 if ((s = ss_todo(ss)) != NULL) {
773 #ifdef SOLVER_DIAGNOSTICS
774 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
777 * Firstly, see if this set has a mine count of zero or
778 * of its own cardinality.
780 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
782 * If so, we can immediately mark all the squares
783 * in the set as known.
785 #ifdef SOLVER_DIAGNOSTICS
788 known_squares(w, h, std, grid, open, ctx,
789 s->x, s->y, s->mask, (s->mines != 0));
792 * Having done that, we need do nothing further
793 * with this set; marking all the squares in it as
794 * known will eventually eliminate it, and will
795 * also permit further deductions about anything
802 * Failing that, we now search through all the sets
803 * which overlap this one.
805 list = ss_overlap(ss, s->x, s->y, s->mask);
807 for (j = 0; list[j]; j++) {
808 struct set *s2 = list[j];
809 int swing, s2wing, swc, s2wc;
812 * Find the non-overlapping parts s2-s and s-s2,
813 * and their cardinalities.
815 * I'm going to refer to these parts as `wings'
816 * surrounding the central part common to both
817 * sets. The `s wing' is s-s2; the `s2 wing' is
820 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
822 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
824 swc = bitcount16(swing);
825 s2wc = bitcount16(s2wing);
828 * If one set has more mines than the other, and
829 * the number of extra mines is equal to the
830 * cardinality of that set's wing, then we can mark
831 * every square in the wing as a known mine, and
832 * every square in the other wing as known clear.
834 if (swc == s->mines - s2->mines ||
835 s2wc == s2->mines - s->mines) {
836 known_squares(w, h, std, grid, open, ctx,
838 (swc == s->mines - s2->mines));
839 known_squares(w, h, std, grid, open, ctx,
840 s2->x, s2->y, s2wing,
841 (s2wc == s2->mines - s->mines));
846 * Failing that, see if one set is a subset of the
847 * other. If so, we can divide up the mine count of
848 * the larger set between the smaller set and its
849 * complement, even if neither smaller set ends up
850 * being immediately clearable.
852 if (swc == 0 && s2wc != 0) {
853 /* s is a subset of s2. */
854 assert(s2->mines > s->mines);
855 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
856 } else if (s2wc == 0 && swc != 0) {
857 /* s2 is a subset of s. */
858 assert(s->mines > s2->mines);
859 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
866 * In this situation we have definitely done
867 * _something_, even if it's only reducing the size of
870 done_something = TRUE;
873 * We have nothing left on our todo list, which means
874 * all localised deductions have failed. Our next step
875 * is to resort to global deduction based on the total
876 * mine count. This is computationally expensive
877 * compared to any of the above deductions, which is
878 * why we only ever do it when all else fails, so that
879 * hopefully it won't have to happen too often.
881 * If you pass n<0 into this solver, that informs it
882 * that you do not know the total mine count, so it
883 * won't even attempt these deductions.
886 int minesleft, squaresleft;
887 int nsets, setused[10], cursor;
890 * Start by scanning the current grid state to work out
891 * how many unknown squares we still have, and how many
892 * mines are to be placed in them.
896 for (i = 0; i < w*h; i++) {
899 else if (grid[i] == -2)
903 #ifdef SOLVER_DIAGNOSTICS
904 printf("global deduction time: squaresleft=%d minesleft=%d\n",
905 squaresleft, minesleft);
906 for (y = 0; y < h; y++) {
907 for (x = 0; x < w; x++) {
923 * If there _are_ no unknown squares, we have actually
926 if (squaresleft == 0) {
927 assert(minesleft == 0);
932 * First really simple case: if there are no more mines
933 * left, or if there are exactly as many mines left as
934 * squares to play them in, then it's all easy.
936 if (minesleft == 0 || minesleft == squaresleft) {
937 for (i = 0; i < w*h; i++)
939 known_squares(w, h, std, grid, open, ctx,
940 i % w, i / w, 1, minesleft != 0);
941 continue; /* now go back to main deductive loop */
945 * Failing that, we have to do some _real_ work.
946 * Ideally what we do here is to try every single
947 * combination of the currently available sets, in an
948 * attempt to find a disjoint union (i.e. a set of
949 * squares with a known mine count between them) such
950 * that the remaining unknown squares _not_ contained
951 * in that union either contain no mines or are all
954 * Actually enumerating all 2^n possibilities will get
955 * a bit slow for large n, so I artificially cap this
956 * recursion at n=10 to avoid too much pain.
958 nsets = count234(ss->sets);
959 if (nsets <= lenof(setused)) {
961 * Doing this with actual recursive function calls
962 * would get fiddly because a load of local
963 * variables from this function would have to be
964 * passed down through the recursion. So instead
965 * I'm going to use a virtual recursion within this
966 * function. The way this works is:
968 * - we have an array `setused', such that
969 * setused[n] is 0 or 1 depending on whether set
970 * n is currently in the union we are
973 * - we have a value `cursor' which indicates how
974 * much of `setused' we have so far filled in.
975 * It's conceptually the recursion depth.
977 * We begin by setting `cursor' to zero. Then:
979 * - if cursor can advance, we advance it by one.
980 * We set the value in `setused' that it went
981 * past to 1 if that set is disjoint from
982 * anything else currently in `setused', or to 0
985 * - If cursor cannot advance because it has
986 * reached the end of the setused list, then we
987 * have a maximal disjoint union. Check to see
988 * whether its mine count has any useful
989 * properties. If so, mark all the squares not
990 * in the union as known and terminate.
992 * - If cursor has reached the end of setused and
993 * the algorithm _hasn't_ terminated, back
994 * cursor up to the nearest 1, turn it into a 0
995 * and advance cursor just past it.
997 * - If we attempt to back up to the nearest 1 and
998 * there isn't one at all, then we have gone
999 * through all disjoint unions of sets in the
1000 * list and none of them has been helpful, so we
1003 struct set *sets[lenof(setused)];
1004 for (i = 0; i < nsets; i++)
1005 sets[i] = index234(ss->sets, i);
1010 if (cursor < nsets) {
1013 /* See if any existing set overlaps this one. */
1014 for (i = 0; i < cursor; i++)
1016 setmunge(sets[cursor]->x,
1019 sets[i]->x, sets[i]->y, sets[i]->mask,
1027 * We're adding this set to our union,
1028 * so adjust minesleft and squaresleft
1031 minesleft -= sets[cursor]->mines;
1032 squaresleft -= bitcount16(sets[cursor]->mask);
1035 setused[cursor++] = ok;
1037 #ifdef SOLVER_DIAGNOSTICS
1038 printf("trying a set combination with %d %d\n",
1039 squaresleft, minesleft);
1040 #endif /* SOLVER_DIAGNOSTICS */
1043 * We've reached the end. See if we've got
1044 * anything interesting.
1046 if (squaresleft > 0 &&
1047 (minesleft == 0 || minesleft == squaresleft)) {
1049 * We have! There is at least one
1050 * square not contained within the set
1051 * union we've just found, and we can
1052 * deduce that either all such squares
1053 * are mines or all are not (depending
1054 * on whether minesleft==0). So now all
1055 * we have to do is actually go through
1056 * the grid, find those squares, and
1059 for (i = 0; i < w*h; i++)
1060 if (grid[i] == -2) {
1064 for (j = 0; j < nsets; j++)
1066 setmunge(sets[j]->x, sets[j]->y,
1067 sets[j]->mask, x, y, 1,
1073 known_squares(w, h, std, grid,
1075 x, y, 1, minesleft != 0);
1078 done_something = TRUE;
1079 break; /* return to main deductive loop */
1083 * If we reach here, then this union hasn't
1084 * done us any good, so move on to the
1085 * next. Backtrack cursor to the nearest 1,
1086 * change it to a 0 and continue.
1088 while (cursor-- >= 0 && !setused[cursor]);
1090 assert(setused[cursor]);
1093 * We're removing this set from our
1094 * union, so re-increment minesleft and
1097 minesleft += sets[cursor]->mines;
1098 squaresleft += bitcount16(sets[cursor]->mask);
1100 setused[cursor++] = 0;
1103 * We've backtracked all the way to the
1104 * start without finding a single 1,
1105 * which means that our virtual
1106 * recursion is complete and nothing
1121 #ifdef SOLVER_DIAGNOSTICS
1123 * Dump the current known state of the grid.
1125 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1126 for (y = 0; y < h; y++) {
1127 for (x = 0; x < w; x++) {
1128 int v = grid[y*w+x];
1144 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1145 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1150 * Now we really are at our wits' end as far as solving
1151 * this grid goes. Our only remaining option is to call
1152 * a perturb function and ask it to modify the grid to
1156 struct perturbations *ret;
1162 * Choose a set at random from the current selection,
1163 * and ask the perturb function to either fill or empty
1166 * If we have no sets at all, we must give up.
1168 if (count234(ss->sets) == 0)
1170 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1171 #ifdef SOLVER_DIAGNOSTICS
1172 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1174 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1177 assert(ret->n > 0); /* otherwise should have been NULL */
1180 * A number of squares have been fiddled with, and
1181 * the returned structure tells us which. Adjust
1182 * the mine count in any set which overlaps one of
1183 * those squares, and put them back on the to-do
1186 for (i = 0; i < ret->n; i++) {
1187 #ifdef SOLVER_DIAGNOSTICS
1188 printf("perturbation %s mine at %d,%d\n",
1189 ret->changes[i].delta > 0 ? "added" : "removed",
1190 ret->changes[i].x, ret->changes[i].y);
1193 list = ss_overlap(ss,
1194 ret->changes[i].x, ret->changes[i].y, 1);
1196 for (j = 0; list[j]; j++) {
1197 list[j]->mines += ret->changes[i].delta;
1198 ss_add_todo(ss, list[j]);
1205 * Now free the returned data.
1207 sfree(ret->changes);
1210 #ifdef SOLVER_DIAGNOSTICS
1212 * Dump the current known state of the grid.
1214 printf("state after perturbation:\n", nperturbs);
1215 for (y = 0; y < h; y++) {
1216 for (x = 0; x < w; x++) {
1217 int v = grid[y*w+x];
1233 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1234 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1239 * And now we can go back round the deductive loop.
1246 * If we get here, even that didn't work (either we didn't
1247 * have a perturb function or it returned failure), so we
1254 * See if we've got any unknown squares left.
1256 for (y = 0; y < h; y++)
1257 for (x = 0; x < w; x++)
1258 if (grid[y*w+x] == -2) {
1259 nperturbs = -1; /* failed to complete */
1264 * Free the set list and square-todo list.
1268 while ((s = delpos234(ss->sets, 0)) != NULL)
1270 freetree234(ss->sets);
1278 /* ----------------------------------------------------------------------
1279 * Grid generator which uses the above solver.
1289 static int mineopen(void *vctx, int x, int y)
1291 struct minectx *ctx = (struct minectx *)vctx;
1294 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1295 if (ctx->grid[y * ctx->w + x])
1296 return -1; /* *bang* */
1299 for (i = -1; i <= +1; i++) {
1300 if (x + i < 0 || x + i >= ctx->w)
1302 for (j = -1; j <= +1; j++) {
1303 if (y + j < 0 || y + j >= ctx->h)
1305 if (i == 0 && j == 0)
1307 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1315 /* Structure used internally to mineperturb(). */
1317 int x, y, type, random;
1319 static int squarecmp(const void *av, const void *bv)
1321 const struct square *a = (const struct square *)av;
1322 const struct square *b = (const struct square *)bv;
1323 if (a->type < b->type)
1325 else if (a->type > b->type)
1327 else if (a->random < b->random)
1329 else if (a->random > b->random)
1331 else if (a->y < b->y)
1333 else if (a->y > b->y)
1335 else if (a->x < b->x)
1337 else if (a->x > b->x)
1342 static struct perturbations *mineperturb(void *vctx, signed char *grid,
1343 int setx, int sety, int mask)
1345 struct minectx *ctx = (struct minectx *)vctx;
1346 struct square *sqlist;
1347 int x, y, dx, dy, i, n, nfull, nempty;
1348 struct square *tofill[9], *toempty[9], **todo;
1349 int ntofill, ntoempty, ntodo, dtodo, dset;
1350 struct perturbations *ret;
1353 * Make a list of all the squares in the grid which we can
1354 * possibly use. This list should be in preference order, which
1357 * - first, unknown squares on the boundary of known space
1358 * - next, unknown squares beyond that boundary
1359 * - as a very last resort, known squares, but not within one
1360 * square of the starting position.
1362 * Each of these sections needs to be shuffled independently.
1363 * We do this by preparing list of all squares and then sorting
1364 * it with a random secondary key.
1366 sqlist = snewn(ctx->w * ctx->h, struct square);
1368 for (y = 0; y < ctx->h; y++)
1369 for (x = 0; x < ctx->w; x++) {
1371 * If this square is too near the starting position,
1372 * don't put it on the list at all.
1374 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1378 * If this square is in the input set, also don't put
1381 if (x >= setx && x < setx + 3 &&
1382 y >= sety && y < sety + 3 &&
1383 mask & (1 << ((y-sety)*3+(x-setx))))
1389 if (grid[y*ctx->w+x] != -2) {
1390 sqlist[n].type = 3; /* known square */
1393 * Unknown square. Examine everything around it and
1394 * see if it borders on any known squares. If it
1395 * does, it's class 1, otherwise it's 2.
1400 for (dy = -1; dy <= +1; dy++)
1401 for (dx = -1; dx <= +1; dx++)
1402 if (x+dx >= 0 && x+dx < ctx->w &&
1403 y+dy >= 0 && y+dy < ctx->h &&
1404 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1411 * Finally, a random number to cause qsort to
1412 * shuffle within each group.
1414 sqlist[n].random = random_bits(ctx->rs, 31);
1419 qsort(sqlist, n, sizeof(struct square), squarecmp);
1422 * Now count up the number of full and empty squares in the set
1423 * we've been provided.
1426 for (dy = 0; dy < 3; dy++)
1427 for (dx = 0; dx < 3; dx++)
1428 if (mask & (1 << (dy*3+dx))) {
1429 assert(setx+dx <= ctx->w);
1430 assert(sety+dy <= ctx->h);
1431 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1438 * Now go through our sorted list until we find either `nfull'
1439 * empty squares, or `nempty' full squares; these will be
1440 * swapped with the appropriate squares in the set to either
1441 * fill or empty the set while keeping the same number of mines
1444 ntofill = ntoempty = 0;
1445 for (i = 0; i < n; i++) {
1446 struct square *sq = &sqlist[i];
1447 if (ctx->grid[sq->y * ctx->w + sq->x])
1448 toempty[ntoempty++] = sq;
1450 tofill[ntofill++] = sq;
1451 if (ntofill == nfull || ntoempty == nempty)
1456 * If this didn't work at all, I think we just give up.
1458 if (ntofill != nfull && ntoempty != nempty) {
1464 * Now we're pretty much there. We need to either
1465 * (a) put a mine in each of the empty squares in the set, and
1466 * take one out of each square in `toempty'
1467 * (b) take a mine out of each of the full squares in the set,
1468 * and put one in each square in `tofill'
1469 * depending on which one we've found enough squares to do.
1471 * So we start by constructing our list of changes to return to
1472 * the solver, so that it can update its data structures
1473 * efficiently rather than having to rescan the whole grid.
1475 ret = snew(struct perturbations);
1476 if (ntofill == nfull) {
1488 ret->changes = snewn(ret->n, struct perturbation);
1489 for (i = 0; i < ntodo; i++) {
1490 ret->changes[i].x = todo[i]->x;
1491 ret->changes[i].y = todo[i]->y;
1492 ret->changes[i].delta = dtodo;
1494 /* now i == ntodo */
1495 for (dy = 0; dy < 3; dy++)
1496 for (dx = 0; dx < 3; dx++)
1497 if (mask & (1 << (dy*3+dx))) {
1498 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1499 if (dset == -currval) {
1500 ret->changes[i].x = setx + dx;
1501 ret->changes[i].y = sety + dy;
1502 ret->changes[i].delta = dset;
1506 assert(i == ret->n);
1511 * Having set up the precise list of changes we're going to
1512 * make, we now simply make them and return.
1514 for (i = 0; i < ret->n; i++) {
1517 x = ret->changes[i].x;
1518 y = ret->changes[i].y;
1519 delta = ret->changes[i].delta;
1522 * Check we're not trying to add an existing mine or remove
1525 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1528 * Actually make the change.
1530 ctx->grid[y*ctx->w+x] = (delta > 0);
1533 * Update any numbers already present in the grid.
1535 for (dy = -1; dy <= +1; dy++)
1536 for (dx = -1; dx <= +1; dx++)
1537 if (x+dx >= 0 && x+dx < ctx->w &&
1538 y+dy >= 0 && y+dy < ctx->h &&
1539 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1540 if (dx == 0 && dy == 0) {
1542 * The square itself is marked as known in
1543 * the grid. Mark it as a mine if it's a
1544 * mine, or else work out its number.
1547 grid[y*ctx->w+x] = -1;
1549 int dx2, dy2, minecount = 0;
1550 for (dy2 = -1; dy2 <= +1; dy2++)
1551 for (dx2 = -1; dx2 <= +1; dx2++)
1552 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1553 y+dy2 >= 0 && y+dy2 < ctx->h &&
1554 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1556 grid[y*ctx->w+x] = minecount;
1559 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1560 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1565 #ifdef GENERATION_DIAGNOSTICS
1568 printf("grid after perturbing:\n");
1569 for (yy = 0; yy < ctx->h; yy++) {
1570 for (xx = 0; xx < ctx->w; xx++) {
1571 int v = ctx->grid[yy*ctx->w+xx];
1572 if (yy == ctx->sy && xx == ctx->sx) {
1590 static char *minegen(int w, int h, int n, int x, int y, int unique,
1593 char *ret = snewn(w*h, char);
1599 memset(ret, 0, w*h);
1602 * Start by placing n mines, none of which is at x,y or within
1606 int *tmp = snewn(w*h, int);
1610 * Write down the list of possible mine locations.
1613 for (i = 0; i < h; i++)
1614 for (j = 0; j < w; j++)
1615 if (abs(i - y) > 1 || abs(j - x) > 1)
1619 * Now pick n off the list at random.
1623 i = random_upto(rs, k);
1631 #ifdef GENERATION_DIAGNOSTICS
1634 printf("grid after initial generation:\n");
1635 for (yy = 0; yy < h; yy++) {
1636 for (xx = 0; xx < w; xx++) {
1637 int v = ret[yy*w+xx];
1638 if (yy == y && xx == x) {
1654 * Now set up a results grid to run the solver in, and a
1655 * context for the solver to open squares. Then run the solver
1656 * repeatedly; if the number of perturb steps ever goes up or
1657 * it ever returns -1, give up completely.
1659 * We bypass this bit if we're not after a unique grid.
1662 signed char *solvegrid = snewn(w*h, char);
1663 struct minectx actx, *ctx = &actx;
1664 int solveret, prevret = -2;
1674 memset(solvegrid, -2, w*h);
1675 solvegrid[y*w+x] = mineopen(ctx, x, y);
1676 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1679 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1680 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1683 } else if (solveret == 0) {
1700 * The Mines game descriptions contain the location of every mine,
1701 * and can therefore be used to cheat.
1703 * It would be pointless to attempt to _prevent_ this form of
1704 * cheating by encrypting the description, since Mines is
1705 * open-source so anyone can find out the encryption key. However,
1706 * I think it is worth doing a bit of gentle obfuscation to prevent
1707 * _accidental_ spoilers: if you happened to note that the game ID
1708 * starts with an F, for example, you might be unable to put the
1709 * knowledge of those mines out of your mind while playing. So,
1710 * just as discussions of film endings are rot13ed to avoid
1711 * spoiling it for people who don't want to be told, we apply a
1712 * keyless, reversible, but visually completely obfuscatory masking
1713 * function to the mine bitmap.
1715 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1717 int bytes, firsthalf, secondhalf;
1719 unsigned char *seedstart;
1721 unsigned char *targetstart;
1727 * My obfuscation algorithm is similar in concept to the OAEP
1728 * encoding used in some forms of RSA. Here's a specification
1731 * + We have a `masking function' which constructs a stream of
1732 * pseudorandom bytes from a seed of some number of input
1735 * + We pad out our input bit stream to a whole number of
1736 * bytes by adding up to 7 zero bits on the end. (In fact
1737 * the bitmap passed as input to this function will already
1738 * have had this done in practice.)
1740 * + We divide the _byte_ stream exactly in half, rounding the
1741 * half-way position _down_. So an 81-bit input string, for
1742 * example, rounds up to 88 bits or 11 bytes, and then
1743 * dividing by two gives 5 bytes in the first half and 6 in
1746 * + We generate a mask from the second half of the bytes, and
1747 * XOR it over the first half.
1749 * + We generate a mask from the (encoded) first half of the
1750 * bytes, and XOR it over the second half. Any null bits at
1751 * the end which were added as padding are cleared back to
1752 * zero even if this operation would have made them nonzero.
1754 * To de-obfuscate, the steps are precisely the same except
1755 * that the final two are reversed.
1757 * Finally, our masking function. Given an input seed string of
1758 * bytes, the output mask consists of concatenating the SHA-1
1759 * hashes of the seed string and successive decimal integers,
1763 bytes = (bits + 7) / 8;
1764 firsthalf = bytes / 2;
1765 secondhalf = bytes - firsthalf;
1767 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1768 steps[decode ? 1 : 0].seedlen = secondhalf;
1769 steps[decode ? 1 : 0].targetstart = bmp;
1770 steps[decode ? 1 : 0].targetlen = firsthalf;
1772 steps[decode ? 0 : 1].seedstart = bmp;
1773 steps[decode ? 0 : 1].seedlen = firsthalf;
1774 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1775 steps[decode ? 0 : 1].targetlen = secondhalf;
1777 for (i = 0; i < 2; i++) {
1778 SHA_State base, final;
1779 unsigned char digest[20];
1781 int digestpos = 20, counter = 0;
1784 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1786 for (j = 0; j < steps[i].targetlen; j++) {
1787 if (digestpos >= 20) {
1788 sprintf(numberbuf, "%d", counter++);
1790 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1791 SHA_Final(&final, digest);
1794 steps[i].targetstart[j] ^= digest[digestpos]++;
1798 * Mask off the pad bits in the final byte after both steps.
1801 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1805 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1806 random_state *rs, char **game_desc)
1808 signed char *grid, *ret, *p;
1812 grid = minegen(w, h, n, x, y, unique, rs);
1816 * Set up the mine bitmap and obfuscate it.
1819 bmp = snewn((area + 7) / 8, unsigned char);
1820 memset(bmp, 0, (area + 7) / 8);
1821 for (i = 0; i < area; i++) {
1823 bmp[i / 8] |= 0x80 >> (i % 8);
1825 obfuscate_bitmap(bmp, area, FALSE);
1828 * Now encode the resulting bitmap in hex. We can work to
1829 * nibble rather than byte granularity, since the obfuscation
1830 * function guarantees to return a bit string of the same
1831 * length as its input.
1833 ret = snewn((area+3)/4 + 100, char);
1834 p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
1835 for (i = 0; i < (area+3)/4; i++) {
1839 *p++ = "0123456789abcdef"[v & 0xF];
1851 static char *new_game_desc(game_params *params, random_state *rs,
1852 game_aux_info **aux, int interactive)
1856 * For batch-generated grids, pre-open one square.
1858 int x = random_upto(rs, params->w);
1859 int y = random_upto(rs, params->h);
1863 grid = new_mine_layout(params->w, params->h, params->n,
1864 x, y, params->unique, rs, &desc);
1868 char *rsdesc, *desc;
1870 rsdesc = random_state_encode(rs);
1871 desc = snewn(strlen(rsdesc) + 100, char);
1872 sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc);
1878 static void game_free_aux_info(game_aux_info *aux)
1880 assert(!"Shouldn't happen");
1883 static char *validate_desc(game_params *params, char *desc)
1885 int wh = params->w * params->h;
1889 if (!*desc || !isdigit((unsigned char)*desc))
1890 return "No initial mine count in game description";
1891 while (*desc && isdigit((unsigned char)*desc))
1892 desc++; /* skip over mine count */
1894 return "No ',' after initial x-coordinate in game description";
1896 if (*desc != 'u' && *desc != 'a')
1897 return "No uniqueness specifier in game description";
1900 return "No ',' after uniqueness specifier in game description";
1901 /* now ignore the rest */
1903 if (!*desc || !isdigit((unsigned char)*desc))
1904 return "No initial x-coordinate in game description";
1906 if (x < 0 || x >= params->w)
1907 return "Initial x-coordinate was out of range";
1908 while (*desc && isdigit((unsigned char)*desc))
1909 desc++; /* skip over x coordinate */
1911 return "No ',' after initial x-coordinate in game description";
1912 desc++; /* eat comma */
1913 if (!*desc || !isdigit((unsigned char)*desc))
1914 return "No initial y-coordinate in game description";
1916 if (y < 0 || y >= params->h)
1917 return "Initial y-coordinate was out of range";
1918 while (*desc && isdigit((unsigned char)*desc))
1919 desc++; /* skip over y coordinate */
1921 return "No ',' after initial y-coordinate in game description";
1922 desc++; /* eat comma */
1923 /* eat `m', meaning `masked', if present */
1926 /* now just check length of remainder */
1927 if (strlen(desc) != (wh+3)/4)
1928 return "Game description is wrong length";
1934 static int open_square(game_state *state, int x, int y)
1936 int w = state->w, h = state->h;
1937 int xx, yy, nmines, ncovered;
1939 if (!state->layout->mines) {
1941 * We have a preliminary game in which the mine layout
1942 * hasn't been generated yet. Generate it based on the
1943 * initial click location.
1946 state->layout->mines = new_mine_layout(w, h, state->layout->n,
1947 x, y, state->layout->unique,
1950 midend_supersede_game_desc(state->layout->me, desc);
1952 random_free(state->layout->rs);
1953 state->layout->rs = NULL;
1956 if (state->layout->mines[y*w+x]) {
1958 * The player has landed on a mine. Bad luck. Expose all
1962 for (yy = 0; yy < h; yy++)
1963 for (xx = 0; xx < w; xx++) {
1964 if (state->layout->mines[yy*w+xx] &&
1965 (state->grid[yy*w+xx] == -2 ||
1966 state->grid[yy*w+xx] == -3)) {
1967 state->grid[yy*w+xx] = 64;
1969 if (!state->layout->mines[yy*w+xx] &&
1970 state->grid[yy*w+xx] == -1) {
1971 state->grid[yy*w+xx] = 66;
1974 state->grid[y*w+x] = 65;
1979 * Otherwise, the player has opened a safe square. Mark it to-do.
1981 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
1984 * Now go through the grid finding all `todo' values and
1985 * opening them. Every time one of them turns out to have no
1986 * neighbouring mines, we add all its unopened neighbours to
1989 * FIXME: We really ought to be able to do this better than
1990 * using repeated N^2 scans of the grid.
1993 int done_something = FALSE;
1995 for (yy = 0; yy < h; yy++)
1996 for (xx = 0; xx < w; xx++)
1997 if (state->grid[yy*w+xx] == -10) {
2000 assert(!state->layout->mines[yy*w+xx]);
2004 for (dx = -1; dx <= +1; dx++)
2005 for (dy = -1; dy <= +1; dy++)
2006 if (xx+dx >= 0 && xx+dx < state->w &&
2007 yy+dy >= 0 && yy+dy < state->h &&
2008 state->layout->mines[(yy+dy)*w+(xx+dx)])
2011 state->grid[yy*w+xx] = v;
2014 for (dx = -1; dx <= +1; dx++)
2015 for (dy = -1; dy <= +1; dy++)
2016 if (xx+dx >= 0 && xx+dx < state->w &&
2017 yy+dy >= 0 && yy+dy < state->h &&
2018 state->grid[(yy+dy)*w+(xx+dx)] == -2)
2019 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2022 done_something = TRUE;
2025 if (!done_something)
2030 * Finally, scan the grid and see if exactly as many squares
2031 * are still covered as there are mines. If so, set the `won'
2032 * flag and fill in mine markers on all covered squares.
2034 nmines = ncovered = 0;
2035 for (yy = 0; yy < h; yy++)
2036 for (xx = 0; xx < w; xx++) {
2037 if (state->grid[yy*w+xx] < 0)
2039 if (state->layout->mines[yy*w+xx])
2042 assert(ncovered >= nmines);
2043 if (ncovered == nmines) {
2044 for (yy = 0; yy < h; yy++)
2045 for (xx = 0; xx < w; xx++) {
2046 if (state->grid[yy*w+xx] < 0)
2047 state->grid[yy*w+xx] = -1;
2055 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2057 game_state *state = snew(game_state);
2058 int i, wh, x, y, ret, masked;
2061 state->w = params->w;
2062 state->h = params->h;
2063 state->n = params->n;
2064 state->dead = state->won = FALSE;
2066 wh = state->w * state->h;
2068 state->layout = snew(struct mine_layout);
2069 state->layout->refcount = 1;
2071 state->grid = snewn(wh, char);
2072 memset(state->grid, -2, wh);
2076 state->layout->n = atoi(desc);
2077 while (*desc && isdigit((unsigned char)*desc))
2078 desc++; /* skip over mine count */
2079 if (*desc) desc++; /* eat comma */
2081 state->layout->unique = FALSE;
2083 state->layout->unique = TRUE;
2085 if (*desc) desc++; /* eat comma */
2087 state->layout->mines = NULL;
2088 state->layout->rs = random_state_decode(desc);
2089 state->layout->me = me;
2092 state->layout->rs = NULL;
2093 state->layout->me = NULL;
2095 state->layout->mines = snewn(wh, char);
2097 while (*desc && isdigit((unsigned char)*desc))
2098 desc++; /* skip over x coordinate */
2099 if (*desc) desc++; /* eat comma */
2101 while (*desc && isdigit((unsigned char)*desc))
2102 desc++; /* skip over y coordinate */
2103 if (*desc) desc++; /* eat comma */
2110 * We permit game IDs to be entered by hand without the
2111 * masking transformation.
2116 bmp = snewn((wh + 7) / 8, unsigned char);
2117 memset(bmp, 0, (wh + 7) / 8);
2118 for (i = 0; i < (wh+3)/4; i++) {
2122 assert(c != 0); /* validate_desc should have caught */
2123 if (c >= '0' && c <= '9')
2125 else if (c >= 'a' && c <= 'f')
2127 else if (c >= 'A' && c <= 'F')
2132 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2136 obfuscate_bitmap(bmp, wh, TRUE);
2138 memset(state->layout->mines, 0, wh);
2139 for (i = 0; i < wh; i++) {
2140 if (bmp[i / 8] & (0x80 >> (i % 8)))
2141 state->layout->mines[i] = 1;
2144 ret = open_square(state, x, y);
2150 static game_state *dup_game(game_state *state)
2152 game_state *ret = snew(game_state);
2157 ret->dead = state->dead;
2158 ret->won = state->won;
2159 ret->layout = state->layout;
2160 ret->layout->refcount++;
2161 ret->grid = snewn(ret->w * ret->h, char);
2162 memcpy(ret->grid, state->grid, ret->w * ret->h);
2167 static void free_game(game_state *state)
2169 if (--state->layout->refcount <= 0) {
2170 sfree(state->layout->mines);
2171 if (state->layout->rs)
2172 random_free(state->layout->rs);
2173 sfree(state->layout);
2179 static game_state *solve_game(game_state *state, game_aux_info *aux,
2185 static char *game_text_format(game_state *state)
2190 ret = snewn((state->w + 1) * state->h + 1, char);
2191 for (y = 0; y < state->h; y++) {
2192 for (x = 0; x < state->w; x++) {
2193 int v = state->grid[y*state->w+x];
2196 else if (v >= 1 && v <= 8)
2200 else if (v == -2 || v == -3)
2204 ret[y * (state->w+1) + x] = v;
2206 ret[y * (state->w+1) + state->w] = '\n';
2208 ret[(state->w + 1) * state->h] = '\0';
2214 int hx, hy, hradius; /* for mouse-down highlights */
2218 static game_ui *new_ui(game_state *state)
2220 game_ui *ui = snew(game_ui);
2221 ui->hx = ui->hy = -1;
2223 ui->flash_is_death = FALSE; /* *shrug* */
2227 static void free_ui(game_ui *ui)
2232 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
2238 if (from->dead || from->won)
2239 return NULL; /* no further moves permitted */
2241 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2242 !IS_MOUSE_RELEASE(button))
2247 if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
2250 if (button == LEFT_BUTTON || button == LEFT_DRAG) {
2252 * Mouse-downs and mouse-drags just cause highlighting
2257 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2261 if (button == RIGHT_BUTTON) {
2263 * Right-clicking only works on a covered square, and it
2264 * toggles between -1 (marked as mine) and -2 (not marked
2267 * FIXME: question marks.
2269 if (from->grid[cy * from->w + cx] != -2 &&
2270 from->grid[cy * from->w + cx] != -1)
2273 ret = dup_game(from);
2274 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2279 if (button == LEFT_RELEASE) {
2280 ui->hx = ui->hy = -1;
2284 * At this stage we must never return NULL: we have adjusted
2285 * the ui, so at worst we return `from'.
2289 * Left-clicking on a covered square opens a tile. Not
2290 * permitted if the tile is marked as a mine, for safety.
2291 * (Unmark it and _then_ open it.)
2293 if (from->grid[cy * from->w + cx] == -2 ||
2294 from->grid[cy * from->w + cx] == -3) {
2295 ret = dup_game(from);
2296 open_square(ret, cx, cy);
2301 * Left-clicking on an uncovered tile: first we check to see if
2302 * the number of mine markers surrounding the tile is equal to
2303 * its mine count, and if so then we open all other surrounding
2306 if (from->grid[cy * from->w + cx] > 0) {
2309 /* Count mine markers. */
2311 for (dy = -1; dy <= +1; dy++)
2312 for (dx = -1; dx <= +1; dx++)
2313 if (cx+dx >= 0 && cx+dx < from->w &&
2314 cy+dy >= 0 && cy+dy < from->h) {
2315 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2319 if (n == from->grid[cy * from->w + cx]) {
2320 ret = dup_game(from);
2321 for (dy = -1; dy <= +1; dy++)
2322 for (dx = -1; dx <= +1; dx++)
2323 if (cx+dx >= 0 && cx+dx < ret->w &&
2324 cy+dy >= 0 && cy+dy < ret->h &&
2325 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2326 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2327 open_square(ret, cx+dx, cy+dy);
2338 /* ----------------------------------------------------------------------
2342 struct game_drawstate {
2346 * Items in this `grid' array have all the same values as in
2347 * the game_state grid, and in addition:
2349 * - -10 means the tile was drawn `specially' as a result of a
2350 * flash, so it will always need redrawing.
2352 * - -22 and -23 mean the tile is highlighted for a possible
2357 static void game_size(game_params *params, int *x, int *y)
2359 *x = BORDER * 2 + TILE_SIZE * params->w;
2360 *y = BORDER * 2 + TILE_SIZE * params->h;
2363 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2365 float *ret = snewn(3 * NCOLOURS, float);
2367 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2369 ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
2370 ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
2371 ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
2373 ret[COL_1 * 3 + 0] = 0.0F;
2374 ret[COL_1 * 3 + 1] = 0.0F;
2375 ret[COL_1 * 3 + 2] = 1.0F;
2377 ret[COL_2 * 3 + 0] = 0.0F;
2378 ret[COL_2 * 3 + 1] = 0.5F;
2379 ret[COL_2 * 3 + 2] = 0.0F;
2381 ret[COL_3 * 3 + 0] = 1.0F;
2382 ret[COL_3 * 3 + 1] = 0.0F;
2383 ret[COL_3 * 3 + 2] = 0.0F;
2385 ret[COL_4 * 3 + 0] = 0.0F;
2386 ret[COL_4 * 3 + 1] = 0.0F;
2387 ret[COL_4 * 3 + 2] = 0.5F;
2389 ret[COL_5 * 3 + 0] = 0.5F;
2390 ret[COL_5 * 3 + 1] = 0.0F;
2391 ret[COL_5 * 3 + 2] = 0.0F;
2393 ret[COL_6 * 3 + 0] = 0.0F;
2394 ret[COL_6 * 3 + 1] = 0.5F;
2395 ret[COL_6 * 3 + 2] = 0.5F;
2397 ret[COL_7 * 3 + 0] = 0.0F;
2398 ret[COL_7 * 3 + 1] = 0.0F;
2399 ret[COL_7 * 3 + 2] = 0.0F;
2401 ret[COL_8 * 3 + 0] = 0.5F;
2402 ret[COL_8 * 3 + 1] = 0.5F;
2403 ret[COL_8 * 3 + 2] = 0.5F;
2405 ret[COL_MINE * 3 + 0] = 0.0F;
2406 ret[COL_MINE * 3 + 1] = 0.0F;
2407 ret[COL_MINE * 3 + 2] = 0.0F;
2409 ret[COL_BANG * 3 + 0] = 1.0F;
2410 ret[COL_BANG * 3 + 1] = 0.0F;
2411 ret[COL_BANG * 3 + 2] = 0.0F;
2413 ret[COL_CROSS * 3 + 0] = 1.0F;
2414 ret[COL_CROSS * 3 + 1] = 0.0F;
2415 ret[COL_CROSS * 3 + 2] = 0.0F;
2417 ret[COL_FLAG * 3 + 0] = 1.0F;
2418 ret[COL_FLAG * 3 + 1] = 0.0F;
2419 ret[COL_FLAG * 3 + 2] = 0.0F;
2421 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2422 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2423 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2425 ret[COL_QUERY * 3 + 0] = 0.0F;
2426 ret[COL_QUERY * 3 + 1] = 0.0F;
2427 ret[COL_QUERY * 3 + 2] = 0.0F;
2429 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2430 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2431 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2433 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2434 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2435 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2437 *ncolours = NCOLOURS;
2441 static game_drawstate *game_new_drawstate(game_state *state)
2443 struct game_drawstate *ds = snew(struct game_drawstate);
2447 ds->started = FALSE;
2448 ds->grid = snewn(ds->w * ds->h, char);
2450 memset(ds->grid, -99, ds->w * ds->h);
2455 static void game_free_drawstate(game_drawstate *ds)
2461 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2467 if (v == -22 || v == -23) {
2471 * Omit the highlights in this case.
2473 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2474 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
2475 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2476 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2479 * Draw highlights to indicate the square is covered.
2481 coords[0] = x + TILE_SIZE - 1;
2482 coords[1] = y + TILE_SIZE - 1;
2483 coords[2] = x + TILE_SIZE - 1;
2486 coords[5] = y + TILE_SIZE - 1;
2487 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2488 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2492 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2493 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2495 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2496 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2504 #define SETCOORD(n, dx, dy) do { \
2505 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2506 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2508 SETCOORD(0, 0.6, 0.35);
2509 SETCOORD(1, 0.6, 0.7);
2510 SETCOORD(2, 0.8, 0.8);
2511 SETCOORD(3, 0.25, 0.8);
2512 SETCOORD(4, 0.55, 0.7);
2513 SETCOORD(5, 0.55, 0.35);
2514 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2515 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2517 SETCOORD(0, 0.6, 0.2);
2518 SETCOORD(1, 0.6, 0.5);
2519 SETCOORD(2, 0.2, 0.35);
2520 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2521 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2524 } else if (v == -3) {
2526 * Draw a question mark.
2528 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2529 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2530 ALIGN_VCENTRE | ALIGN_HCENTRE,
2535 * Clear the square to the background colour, and draw thin
2536 * grid lines along the top and left.
2538 * Exception is that for value 65 (mine we've just trodden
2539 * on), we clear the square to COL_BANG.
2541 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2542 (v == 65 ? COL_BANG :
2543 bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
2544 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2545 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2547 if (v > 0 && v <= 8) {
2554 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2555 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2556 ALIGN_VCENTRE | ALIGN_HCENTRE,
2557 (COL_1 - 1) + v, str);
2559 } else if (v >= 64) {
2563 * FIXME: this could be done better!
2566 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2567 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2568 ALIGN_VCENTRE | ALIGN_HCENTRE,
2572 int cx = x + TILE_SIZE / 2;
2573 int cy = y + TILE_SIZE / 2;
2574 int r = TILE_SIZE / 2 - 3;
2576 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2579 for (i = 0; i < 4*5*2; i += 5*2) {
2580 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2581 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2582 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2583 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2584 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2585 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2586 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2587 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2588 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2589 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2599 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2600 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2602 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2608 * Cross through the mine.
2611 for (dx = -1; dx <= +1; dx++) {
2612 draw_line(fe, x + 3 + dx, y + 2,
2613 x + TILE_SIZE - 3 + dx,
2614 y + TILE_SIZE - 2, COL_CROSS);
2615 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2616 x + 3 + dx, y + TILE_SIZE - 2,
2623 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2626 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2627 game_state *state, int dir, game_ui *ui,
2628 float animtime, float flashtime)
2631 int mines, markers, bg;
2634 int frame = (flashtime / FLASH_FRAME);
2636 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2638 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2640 bg = COL_BACKGROUND;
2646 TILE_SIZE * state->w + 2 * BORDER,
2647 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2648 draw_update(fe, 0, 0,
2649 TILE_SIZE * state->w + 2 * BORDER,
2650 TILE_SIZE * state->h + 2 * BORDER);
2653 * Recessed area containing the whole puzzle.
2655 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2656 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2657 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2658 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2659 coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2660 coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2661 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
2662 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
2664 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2665 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2666 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
2667 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
2673 * Now draw the tiles. Also in this loop, count up the number
2674 * of mines and mine markers.
2676 mines = markers = 0;
2677 for (y = 0; y < ds->h; y++)
2678 for (x = 0; x < ds->w; x++) {
2679 int v = state->grid[y*ds->w+x];
2683 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2686 if ((v == -2 || v == -3) &&
2687 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2690 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2691 draw_tile(fe, COORD(x), COORD(y), v, bg);
2692 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2696 if (!state->layout->mines)
2697 mines = state->layout->n;
2700 * Update the status bar.
2703 char statusbar[512];
2705 sprintf(statusbar, "GAME OVER!");
2706 } else if (state->won) {
2707 sprintf(statusbar, "COMPLETED!");
2709 sprintf(statusbar, "Mines marked: %d / %d", markers, mines);
2711 status_bar(fe, statusbar);
2715 static float game_anim_length(game_state *oldstate, game_state *newstate,
2716 int dir, game_ui *ui)
2721 static float game_flash_length(game_state *oldstate, game_state *newstate,
2722 int dir, game_ui *ui)
2724 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2725 if (newstate->dead) {
2726 ui->flash_is_death = TRUE;
2727 return 3 * FLASH_FRAME;
2729 if (newstate->won) {
2730 ui->flash_is_death = FALSE;
2731 return 2 * FLASH_FRAME;
2737 static int game_wants_statusbar(void)
2742 static int game_timing_state(game_state *state)
2744 if (state->dead || state->won || !state->layout->mines)
2750 #define thegame mines
2753 const struct game thegame = {
2754 "Mines", "games.mines",
2761 TRUE, game_configure, custom_params,
2770 TRUE, game_text_format,
2777 game_free_drawstate,
2781 game_wants_statusbar,
2782 TRUE, game_timing_state,