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 * - delay game description generation until first click
14 * + do we actually _need_ to do this? Hmm.
15 * + it's a perfectly good puzzle game without
16 * + but it might be useful when we start timing, since it
17 * ensures the user is really paying attention.
21 * - question marks (arrgh, preferences?)
23 * - sensible parameter constraints
24 * + 30x16: 191 mines just about works if rather slowly, 192 is
25 * just about doom (the latter corresponding to a density of
27 * + 9x9: 45 mines works - over 1 in 2! 50 seems a bit slow.
28 * + it might not be feasible to work out the exact limit
43 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
44 COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
45 COL_HIGHLIGHT, COL_LOWLIGHT,
50 #define BORDER (TILE_SIZE * 3 / 2)
51 #define HIGHLIGHT_WIDTH 2
52 #define OUTER_HIGHLIGHT_WIDTH 3
53 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
54 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
56 #define FLASH_FRAME 0.13F
64 int w, h, n, dead, won;
65 char *mines; /* real mine positions */
66 char *grid; /* player knowledge */
68 * Each item in the `grid' array is one of the following values:
70 * - 0 to 8 mean the square is open and has a surrounding mine
73 * - -1 means the square is marked as a mine.
75 * - -2 means the square is unknown.
77 * - -3 means the square is marked with a question mark
78 * (FIXME: do we even want to bother with this?).
80 * - 64 means the square has had a mine revealed when the game
83 * - 65 means the square had a mine revealed and this was the
84 * one the player hits.
86 * - 66 means the square has a crossed-out mine because the
87 * player had incorrectly marked it.
91 static game_params *default_params(void)
93 game_params *ret = snew(game_params);
102 static int game_fetch_preset(int i, char **name, game_params **params)
106 static const struct { int w, h, n; } values[] = {
112 if (i < 0 || i >= lenof(values))
115 ret = snew(game_params);
116 ret->w = values[i].w;
117 ret->h = values[i].h;
118 ret->n = values[i].n;
121 sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
128 static void free_params(game_params *params)
133 static game_params *dup_params(game_params *params)
135 game_params *ret = snew(game_params);
136 *ret = *params; /* structure copy */
140 static void decode_params(game_params *params, char const *string)
142 char const *p = string;
145 while (*p && isdigit((unsigned char)*p)) p++;
149 while (*p && isdigit((unsigned char)*p)) p++;
151 params->h = params->w;
156 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
158 params->n = params->w * params->h / 10;
164 params->unique = FALSE;
166 p++; /* skip any other gunk */
170 static char *encode_params(game_params *params, int full)
175 len = sprintf(ret, "%dx%d", params->w, params->h);
177 * Mine count is a generation-time parameter, since it can be
178 * deduced from the mine bitmap!
181 len += sprintf(ret+len, "n%d", params->n);
182 if (full && !params->unique)
184 assert(len < lenof(ret));
190 static config_item *game_configure(game_params *params)
195 ret = snewn(5, config_item);
197 ret[0].name = "Width";
198 ret[0].type = C_STRING;
199 sprintf(buf, "%d", params->w);
200 ret[0].sval = dupstr(buf);
203 ret[1].name = "Height";
204 ret[1].type = C_STRING;
205 sprintf(buf, "%d", params->h);
206 ret[1].sval = dupstr(buf);
209 ret[2].name = "Mines";
210 ret[2].type = C_STRING;
211 sprintf(buf, "%d", params->n);
212 ret[2].sval = dupstr(buf);
215 ret[3].name = "Ensure solubility";
216 ret[3].type = C_BOOLEAN;
218 ret[3].ival = params->unique;
228 static game_params *custom_params(config_item *cfg)
230 game_params *ret = snew(game_params);
232 ret->w = atoi(cfg[0].sval);
233 ret->h = atoi(cfg[1].sval);
234 ret->n = atoi(cfg[2].sval);
235 if (strchr(cfg[2].sval, '%'))
236 ret->n = ret->n * (ret->w * ret->h) / 100;
237 ret->unique = cfg[3].ival;
242 static char *validate_params(game_params *params)
244 if (params->w <= 0 && params->h <= 0)
245 return "Width and height must both be greater than zero";
247 return "Width must be greater than zero";
249 return "Height must be greater than zero";
252 * FIXME: Need more constraints here. Not sure what the
253 * sensible limits for Minesweeper actually are. The limits
254 * probably ought to change, however, depending on uniqueness.
260 /* ----------------------------------------------------------------------
261 * Minesweeper solver, used to ensure the generated grids are
262 * solvable without having to take risks.
266 * Count the bits in a word. Only needs to cope with 16 bits.
268 static int bitcount16(int word)
270 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
271 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
272 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
273 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
279 * We use a tree234 to store a large number of small localised
280 * sets, each with a mine count. We also keep some of those sets
281 * linked together into a to-do list.
284 short x, y, mask, mines;
286 struct set *prev, *next;
289 static int setcmp(void *av, void *bv)
291 struct set *a = (struct set *)av;
292 struct set *b = (struct set *)bv;
296 else if (a->y > b->y)
298 else if (a->x < b->x)
300 else if (a->x > b->x)
302 else if (a->mask < b->mask)
304 else if (a->mask > b->mask)
312 struct set *todo_head, *todo_tail;
315 static struct setstore *ss_new(void)
317 struct setstore *ss = snew(struct setstore);
318 ss->sets = newtree234(setcmp);
319 ss->todo_head = ss->todo_tail = NULL;
324 * Take two input sets, in the form (x,y,mask). Munge the first by
325 * taking either its intersection with the second or its difference
326 * with the second. Return the new mask part of the first set.
328 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
332 * Adjust the second set so that it has the same x,y
333 * coordinates as the first.
335 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
339 mask2 &= ~(4|32|256);
349 mask2 &= ~(64|128|256);
361 * Invert the second set if `diff' is set (we're after A &~ B
362 * rather than A & B).
368 * Now all that's left is a logical AND.
370 return mask1 & mask2;
373 static void ss_add_todo(struct setstore *ss, struct set *s)
376 return; /* already on it */
378 #ifdef SOLVER_DIAGNOSTICS
379 printf("adding set on todo list: %d,%d %03x %d\n",
380 s->x, s->y, s->mask, s->mines);
383 s->prev = ss->todo_tail;
393 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
400 * Normalise so that x and y are genuinely the bounding
403 while (!(mask & (1|8|64)))
405 while (!(mask & (1|2|4)))
409 * Create a set structure and add it to the tree.
411 s = snew(struct set);
417 if (add234(ss->sets, s) != s) {
419 * This set already existed! Free it and return.
426 * We've added a new set to the tree, so put it on the todo
432 static void ss_remove(struct setstore *ss, struct set *s)
434 struct set *next = s->next, *prev = s->prev;
436 #ifdef SOLVER_DIAGNOSTICS
437 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
440 * Remove s from the todo list.
444 else if (s == ss->todo_head)
445 ss->todo_head = next;
449 else if (s == ss->todo_tail)
450 ss->todo_tail = prev;
455 * Remove s from the tree.
460 * Destroy the actual set structure.
466 * Return a dynamically allocated list of all the sets which
467 * overlap a provided input set.
469 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
471 struct set **ret = NULL;
472 int nret = 0, retsize = 0;
475 for (xx = x-3; xx < x+3; xx++)
476 for (yy = y-3; yy < y+3; yy++) {
481 * Find the first set with these top left coordinates.
487 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
488 while ((s = index234(ss->sets, pos)) != NULL &&
489 s->x == xx && s->y == yy) {
491 * This set potentially overlaps the input one.
492 * Compute the intersection to see if they
493 * really overlap, and add it to the list if
496 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
498 * There's an overlap.
500 if (nret >= retsize) {
502 ret = sresize(ret, retsize, struct set *);
512 ret = sresize(ret, nret+1, struct set *);
519 * Get an element from the head of the set todo list.
521 static struct set *ss_todo(struct setstore *ss)
524 struct set *ret = ss->todo_head;
525 ss->todo_head = ret->next;
527 ss->todo_head->prev = NULL;
529 ss->todo_tail = NULL;
530 ret->next = ret->prev = NULL;
543 static void std_add(struct squaretodo *std, int i)
546 std->next[std->tail] = i;
553 static void known_squares(int w, int h, struct squaretodo *std, char *grid,
554 int (*open)(void *ctx, int x, int y), void *openctx,
555 int x, int y, int mask, int mine)
561 for (yy = 0; yy < 3; yy++)
562 for (xx = 0; xx < 3; xx++) {
564 int i = (y + yy) * w + (x + xx);
567 * It's possible that this square is _already_
568 * known, in which case we don't try to add it to
574 grid[i] = -1; /* and don't open it! */
576 grid[i] = open(openctx, x + xx, y + yy);
577 assert(grid[i] != -1); /* *bang* */
588 * This is data returned from the `perturb' function. It details
589 * which squares have become mines and which have become clear. The
590 * solver is (of course) expected to honourably not use that
591 * knowledge directly, but to efficently adjust its internal data
592 * structures and proceed based on only the information it
595 struct perturbation {
597 int delta; /* +1 == become a mine; -1 == cleared */
599 struct perturbations {
601 struct perturbation *changes;
605 * Main solver entry point. You give it a grid of existing
606 * knowledge (-1 for a square known to be a mine, 0-8 for empty
607 * squares with a given number of neighbours, -2 for completely
608 * unknown), plus a function which you can call to open new squares
609 * once you're confident of them. It fills in as much more of the
614 * - -1 means deduction stalled and nothing could be done
615 * - 0 means deduction succeeded fully
616 * - >0 means deduction succeeded but some number of perturbation
617 * steps were required; the exact return value is the number of
620 static int minesolve(int w, int h, int n, char *grid,
621 int (*open)(void *ctx, int x, int y),
622 struct perturbations *(*perturb)(void *ctx, char *grid,
623 int x, int y, int mask),
624 void *ctx, random_state *rs)
626 struct setstore *ss = ss_new();
628 struct squaretodo astd, *std = &astd;
633 * Set up a linked list of squares with known contents, so that
634 * we can process them one by one.
636 std->next = snewn(w*h, int);
637 std->head = std->tail = -1;
640 * Initialise that list with all known squares in the input
643 for (y = 0; y < h; y++) {
644 for (x = 0; x < w; x++) {
652 * Main deductive loop.
655 int done_something = FALSE;
659 * If there are any known squares on the todo list, process
660 * them and construct a set for each.
662 while (std->head != -1) {
664 #ifdef SOLVER_DIAGNOSTICS
665 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
667 std->head = std->next[i];
675 int dx, dy, mines, bit, val;
676 #ifdef SOLVER_DIAGNOSTICS
677 printf("creating set around this square\n");
680 * Empty square. Construct the set of non-known squares
681 * around this one, and determine its mine count.
686 for (dy = -1; dy <= +1; dy++) {
687 for (dx = -1; dx <= +1; dx++) {
688 #ifdef SOLVER_DIAGNOSTICS
689 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
691 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
692 /* ignore this one */;
693 else if (grid[i+dy*w+dx] == -1)
695 else if (grid[i+dy*w+dx] == -2)
701 ss_add(ss, x-1, y-1, val, mines);
705 * Now, whether the square is empty or full, we must
706 * find any set which contains it and replace it with
707 * one which does not.
710 #ifdef SOLVER_DIAGNOSTICS
711 printf("finding sets containing known square %d,%d\n", x, y);
713 list = ss_overlap(ss, x, y, 1);
715 for (j = 0; list[j]; j++) {
716 int newmask, newmines;
721 * Compute the mask for this set minus the
722 * newly known square.
724 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
727 * Compute the new mine count.
729 newmines = s->mines - (grid[i] == -1);
732 * Insert the new set into the collection,
733 * unless it's been whittled right down to
737 ss_add(ss, s->x, s->y, newmask, newmines);
740 * Destroy the old one; it is actually obsolete.
749 * Marking a fresh square as known certainly counts as
752 done_something = TRUE;
756 * Now pick a set off the to-do list and attempt deductions
759 if ((s = ss_todo(ss)) != NULL) {
761 #ifdef SOLVER_DIAGNOSTICS
762 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
765 * Firstly, see if this set has a mine count of zero or
766 * of its own cardinality.
768 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
770 * If so, we can immediately mark all the squares
771 * in the set as known.
773 #ifdef SOLVER_DIAGNOSTICS
776 known_squares(w, h, std, grid, open, ctx,
777 s->x, s->y, s->mask, (s->mines != 0));
780 * Having done that, we need do nothing further
781 * with this set; marking all the squares in it as
782 * known will eventually eliminate it, and will
783 * also permit further deductions about anything
790 * Failing that, we now search through all the sets
791 * which overlap this one.
793 list = ss_overlap(ss, s->x, s->y, s->mask);
795 for (j = 0; list[j]; j++) {
796 struct set *s2 = list[j];
797 int swing, s2wing, swc, s2wc;
800 * Find the non-overlapping parts s2-s and s-s2,
801 * and their cardinalities.
803 * I'm going to refer to these parts as `wings'
804 * surrounding the central part common to both
805 * sets. The `s wing' is s-s2; the `s2 wing' is
808 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
810 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
812 swc = bitcount16(swing);
813 s2wc = bitcount16(s2wing);
816 * If one set has more mines than the other, and
817 * the number of extra mines is equal to the
818 * cardinality of that set's wing, then we can mark
819 * every square in the wing as a known mine, and
820 * every square in the other wing as known clear.
822 if (swc == s->mines - s2->mines ||
823 s2wc == s2->mines - s->mines) {
824 known_squares(w, h, std, grid, open, ctx,
826 (swc == s->mines - s2->mines));
827 known_squares(w, h, std, grid, open, ctx,
828 s2->x, s2->y, s2wing,
829 (s2wc == s2->mines - s->mines));
834 * Failing that, see if one set is a subset of the
835 * other. If so, we can divide up the mine count of
836 * the larger set between the smaller set and its
837 * complement, even if neither smaller set ends up
838 * being immediately clearable.
840 if (swc == 0 && s2wc != 0) {
841 /* s is a subset of s2. */
842 assert(s2->mines > s->mines);
843 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
844 } else if (s2wc == 0 && swc != 0) {
845 /* s2 is a subset of s. */
846 assert(s->mines > s2->mines);
847 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
854 * In this situation we have definitely done
855 * _something_, even if it's only reducing the size of
858 done_something = TRUE;
861 * We have nothing left on our todo list, which means
862 * all localised deductions have failed. Our next step
863 * is to resort to global deduction based on the total
864 * mine count. This is computationally expensive
865 * compared to any of the above deductions, which is
866 * why we only ever do it when all else fails, so that
867 * hopefully it won't have to happen too often.
869 * If you pass n<0 into this solver, that informs it
870 * that you do not know the total mine count, so it
871 * won't even attempt these deductions.
874 int minesleft, squaresleft;
875 int nsets, setused[10], cursor;
878 * Start by scanning the current grid state to work out
879 * how many unknown squares we still have, and how many
880 * mines are to be placed in them.
884 for (i = 0; i < w*h; i++) {
887 else if (grid[i] == -2)
891 #ifdef SOLVER_DIAGNOSTICS
892 printf("global deduction time: squaresleft=%d minesleft=%d\n",
893 squaresleft, minesleft);
894 for (y = 0; y < h; y++) {
895 for (x = 0; x < w; x++) {
911 * If there _are_ no unknown squares, we have actually
914 if (squaresleft == 0) {
915 assert(minesleft == 0);
920 * First really simple case: if there are no more mines
921 * left, or if there are exactly as many mines left as
922 * squares to play them in, then it's all easy.
924 if (minesleft == 0 || minesleft == squaresleft) {
925 for (i = 0; i < w*h; i++)
927 known_squares(w, h, std, grid, open, ctx,
928 i % w, i / w, 1, minesleft != 0);
929 continue; /* now go back to main deductive loop */
933 * Failing that, we have to do some _real_ work.
934 * Ideally what we do here is to try every single
935 * combination of the currently available sets, in an
936 * attempt to find a disjoint union (i.e. a set of
937 * squares with a known mine count between them) such
938 * that the remaining unknown squares _not_ contained
939 * in that union either contain no mines or are all
942 * Actually enumerating all 2^n possibilities will get
943 * a bit slow for large n, so I artificially cap this
944 * recursion at n=10 to avoid too much pain.
946 nsets = count234(ss->sets);
947 if (nsets <= lenof(setused)) {
949 * Doing this with actual recursive function calls
950 * would get fiddly because a load of local
951 * variables from this function would have to be
952 * passed down through the recursion. So instead
953 * I'm going to use a virtual recursion within this
954 * function. The way this works is:
956 * - we have an array `setused', such that
957 * setused[n] is 0 or 1 depending on whether set
958 * n is currently in the union we are
961 * - we have a value `cursor' which indicates how
962 * much of `setused' we have so far filled in.
963 * It's conceptually the recursion depth.
965 * We begin by setting `cursor' to zero. Then:
967 * - if cursor can advance, we advance it by one.
968 * We set the value in `setused' that it went
969 * past to 1 if that set is disjoint from
970 * anything else currently in `setused', or to 0
973 * - If cursor cannot advance because it has
974 * reached the end of the setused list, then we
975 * have a maximal disjoint union. Check to see
976 * whether its mine count has any useful
977 * properties. If so, mark all the squares not
978 * in the union as known and terminate.
980 * - If cursor has reached the end of setused and
981 * the algorithm _hasn't_ terminated, back
982 * cursor up to the nearest 1, turn it into a 0
983 * and advance cursor just past it.
985 * - If we attempt to back up to the nearest 1 and
986 * there isn't one at all, then we have gone
987 * through all disjoint unions of sets in the
988 * list and none of them has been helpful, so we
991 struct set *sets[lenof(setused)];
992 for (i = 0; i < nsets; i++)
993 sets[i] = index234(ss->sets, i);
998 if (cursor < nsets) {
1001 /* See if any existing set overlaps this one. */
1002 for (i = 0; i < cursor; i++)
1004 setmunge(sets[cursor]->x,
1007 sets[i]->x, sets[i]->y, sets[i]->mask,
1015 * We're adding this set to our union,
1016 * so adjust minesleft and squaresleft
1019 minesleft -= sets[cursor]->mines;
1020 squaresleft -= bitcount16(sets[cursor]->mask);
1023 setused[cursor++] = ok;
1025 #ifdef SOLVER_DIAGNOSTICS
1026 printf("trying a set combination with %d %d\n",
1027 squaresleft, minesleft);
1028 #endif /* SOLVER_DIAGNOSTICS */
1031 * We've reached the end. See if we've got
1032 * anything interesting.
1034 if (squaresleft > 0 &&
1035 (minesleft == 0 || minesleft == squaresleft)) {
1037 * We have! There is at least one
1038 * square not contained within the set
1039 * union we've just found, and we can
1040 * deduce that either all such squares
1041 * are mines or all are not (depending
1042 * on whether minesleft==0). So now all
1043 * we have to do is actually go through
1044 * the grid, find those squares, and
1047 for (i = 0; i < w*h; i++)
1048 if (grid[i] == -2) {
1052 for (j = 0; j < nsets; j++)
1054 setmunge(sets[j]->x, sets[j]->y,
1055 sets[j]->mask, x, y, 1,
1061 known_squares(w, h, std, grid,
1063 x, y, 1, minesleft != 0);
1066 done_something = TRUE;
1067 break; /* return to main deductive loop */
1071 * If we reach here, then this union hasn't
1072 * done us any good, so move on to the
1073 * next. Backtrack cursor to the nearest 1,
1074 * change it to a 0 and continue.
1076 while (cursor-- >= 0 && !setused[cursor]);
1078 assert(setused[cursor]);
1081 * We're removing this set from our
1082 * union, so re-increment minesleft and
1085 minesleft += sets[cursor]->mines;
1086 squaresleft += bitcount16(sets[cursor]->mask);
1088 setused[cursor++] = 0;
1091 * We've backtracked all the way to the
1092 * start without finding a single 1,
1093 * which means that our virtual
1094 * recursion is complete and nothing
1109 #ifdef SOLVER_DIAGNOSTICS
1111 * Dump the current known state of the grid.
1113 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1114 for (y = 0; y < h; y++) {
1115 for (x = 0; x < w; x++) {
1116 int v = grid[y*w+x];
1132 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1133 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1138 * Now we really are at our wits' end as far as solving
1139 * this grid goes. Our only remaining option is to call
1140 * a perturb function and ask it to modify the grid to
1144 struct perturbations *ret;
1150 * Choose a set at random from the current selection,
1151 * and ask the perturb function to either fill or empty
1154 * If we have no sets at all, we must give up.
1156 if (count234(ss->sets) == 0)
1158 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1159 #ifdef SOLVER_DIAGNOSTICS
1160 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1162 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1165 assert(ret->n > 0); /* otherwise should have been NULL */
1168 * A number of squares have been fiddled with, and
1169 * the returned structure tells us which. Adjust
1170 * the mine count in any set which overlaps one of
1171 * those squares, and put them back on the to-do
1174 for (i = 0; i < ret->n; i++) {
1175 #ifdef SOLVER_DIAGNOSTICS
1176 printf("perturbation %s mine at %d,%d\n",
1177 ret->changes[i].delta > 0 ? "added" : "removed",
1178 ret->changes[i].x, ret->changes[i].y);
1181 list = ss_overlap(ss,
1182 ret->changes[i].x, ret->changes[i].y, 1);
1184 for (j = 0; list[j]; j++) {
1185 list[j]->mines += ret->changes[i].delta;
1186 ss_add_todo(ss, list[j]);
1193 * Now free the returned data.
1195 sfree(ret->changes);
1198 #ifdef SOLVER_DIAGNOSTICS
1200 * Dump the current known state of the grid.
1202 printf("state after perturbation:\n", nperturbs);
1203 for (y = 0; y < h; y++) {
1204 for (x = 0; x < w; x++) {
1205 int v = grid[y*w+x];
1221 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1222 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1227 * And now we can go back round the deductive loop.
1234 * If we get here, even that didn't work (either we didn't
1235 * have a perturb function or it returned failure), so we
1242 * See if we've got any unknown squares left.
1244 for (y = 0; y < h; y++)
1245 for (x = 0; x < w; x++)
1246 if (grid[y*w+x] == -2) {
1247 nperturbs = -1; /* failed to complete */
1252 * Free the set list and square-todo list.
1256 while ((s = delpos234(ss->sets, 0)) != NULL)
1258 freetree234(ss->sets);
1266 /* ----------------------------------------------------------------------
1267 * Grid generator which uses the above solver.
1277 static int mineopen(void *vctx, int x, int y)
1279 struct minectx *ctx = (struct minectx *)vctx;
1282 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1283 if (ctx->grid[y * ctx->w + x])
1284 return -1; /* *bang* */
1287 for (i = -1; i <= +1; i++) {
1288 if (x + i < 0 || x + i >= ctx->w)
1290 for (j = -1; j <= +1; j++) {
1291 if (y + j < 0 || y + j >= ctx->h)
1293 if (i == 0 && j == 0)
1295 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1303 /* Structure used internally to mineperturb(). */
1305 int x, y, type, random;
1307 static int squarecmp(const void *av, const void *bv)
1309 const struct square *a = (const struct square *)av;
1310 const struct square *b = (const struct square *)bv;
1311 if (a->type < b->type)
1313 else if (a->type > b->type)
1315 else if (a->random < b->random)
1317 else if (a->random > b->random)
1319 else if (a->y < b->y)
1321 else if (a->y > b->y)
1323 else if (a->x < b->x)
1325 else if (a->x > b->x)
1330 static struct perturbations *mineperturb(void *vctx, char *grid,
1331 int setx, int sety, int mask)
1333 struct minectx *ctx = (struct minectx *)vctx;
1334 struct square *sqlist;
1335 int x, y, dx, dy, i, n, nfull, nempty;
1336 struct square *tofill[9], *toempty[9], **todo;
1337 int ntofill, ntoempty, ntodo, dtodo, dset;
1338 struct perturbations *ret;
1341 * Make a list of all the squares in the grid which we can
1342 * possibly use. This list should be in preference order, which
1345 * - first, unknown squares on the boundary of known space
1346 * - next, unknown squares beyond that boundary
1347 * - as a very last resort, known squares, but not within one
1348 * square of the starting position.
1350 * Each of these sections needs to be shuffled independently.
1351 * We do this by preparing list of all squares and then sorting
1352 * it with a random secondary key.
1354 sqlist = snewn(ctx->w * ctx->h, struct square);
1356 for (y = 0; y < ctx->h; y++)
1357 for (x = 0; x < ctx->w; x++) {
1359 * If this square is too near the starting position,
1360 * don't put it on the list at all.
1362 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1366 * If this square is in the input set, also don't put
1369 if (x >= setx && x < setx + 3 &&
1370 y >= sety && y < sety + 3 &&
1371 mask & (1 << ((y-sety)*3+(x-setx))))
1377 if (grid[y*ctx->w+x] != -2) {
1378 sqlist[n].type = 3; /* known square */
1381 * Unknown square. Examine everything around it and
1382 * see if it borders on any known squares. If it
1383 * does, it's class 1, otherwise it's 2.
1388 for (dy = -1; dy <= +1; dy++)
1389 for (dx = -1; dx <= +1; dx++)
1390 if (x+dx >= 0 && x+dx < ctx->w &&
1391 y+dy >= 0 && y+dy < ctx->h &&
1392 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1399 * Finally, a random number to cause qsort to
1400 * shuffle within each group.
1402 sqlist[n].random = random_bits(ctx->rs, 31);
1407 qsort(sqlist, n, sizeof(struct square), squarecmp);
1410 * Now count up the number of full and empty squares in the set
1411 * we've been provided.
1414 for (dy = 0; dy < 3; dy++)
1415 for (dx = 0; dx < 3; dx++)
1416 if (mask & (1 << (dy*3+dx))) {
1417 assert(setx+dx <= ctx->w);
1418 assert(sety+dy <= ctx->h);
1419 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1426 * Now go through our sorted list until we find either `nfull'
1427 * empty squares, or `nempty' full squares; these will be
1428 * swapped with the appropriate squares in the set to either
1429 * fill or empty the set while keeping the same number of mines
1432 ntofill = ntoempty = 0;
1433 for (i = 0; i < n; i++) {
1434 struct square *sq = &sqlist[i];
1435 if (ctx->grid[sq->y * ctx->w + sq->x])
1436 toempty[ntoempty++] = sq;
1438 tofill[ntofill++] = sq;
1439 if (ntofill == nfull || ntoempty == nempty)
1444 * If this didn't work at all, I think we just give up.
1446 if (ntofill != nfull && ntoempty != nempty) {
1452 * Now we're pretty much there. We need to either
1453 * (a) put a mine in each of the empty squares in the set, and
1454 * take one out of each square in `toempty'
1455 * (b) take a mine out of each of the full squares in the set,
1456 * and put one in each square in `tofill'
1457 * depending on which one we've found enough squares to do.
1459 * So we start by constructing our list of changes to return to
1460 * the solver, so that it can update its data structures
1461 * efficiently rather than having to rescan the whole grid.
1463 ret = snew(struct perturbations);
1464 if (ntofill == nfull) {
1476 ret->changes = snewn(ret->n, struct perturbation);
1477 for (i = 0; i < ntodo; i++) {
1478 ret->changes[i].x = todo[i]->x;
1479 ret->changes[i].y = todo[i]->y;
1480 ret->changes[i].delta = dtodo;
1482 /* now i == ntodo */
1483 for (dy = 0; dy < 3; dy++)
1484 for (dx = 0; dx < 3; dx++)
1485 if (mask & (1 << (dy*3+dx))) {
1486 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1487 if (dset == -currval) {
1488 ret->changes[i].x = setx + dx;
1489 ret->changes[i].y = sety + dy;
1490 ret->changes[i].delta = dset;
1494 assert(i == ret->n);
1499 * Having set up the precise list of changes we're going to
1500 * make, we now simply make them and return.
1502 for (i = 0; i < ret->n; i++) {
1505 x = ret->changes[i].x;
1506 y = ret->changes[i].y;
1507 delta = ret->changes[i].delta;
1510 * Check we're not trying to add an existing mine or remove
1513 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1516 * Actually make the change.
1518 ctx->grid[y*ctx->w+x] = (delta > 0);
1521 * Update any numbers already present in the grid.
1523 for (dy = -1; dy <= +1; dy++)
1524 for (dx = -1; dx <= +1; dx++)
1525 if (x+dx >= 0 && x+dx < ctx->w &&
1526 y+dy >= 0 && y+dy < ctx->h &&
1527 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1528 if (dx == 0 && dy == 0) {
1530 * The square itself is marked as known in
1531 * the grid. Mark it as a mine if it's a
1532 * mine, or else work out its number.
1535 grid[y*ctx->w+x] = -1;
1537 int dx2, dy2, minecount = 0;
1538 for (dy2 = -1; dy2 <= +1; dy2++)
1539 for (dx2 = -1; dx2 <= +1; dx2++)
1540 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1541 y+dy2 >= 0 && y+dy2 < ctx->h &&
1542 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1544 grid[y*ctx->w+x] = minecount;
1547 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1548 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1553 #ifdef GENERATION_DIAGNOSTICS
1556 printf("grid after perturbing:\n");
1557 for (yy = 0; yy < ctx->h; yy++) {
1558 for (xx = 0; xx < ctx->w; xx++) {
1559 int v = ctx->grid[yy*ctx->w+xx];
1560 if (yy == ctx->sy && xx == ctx->sx) {
1578 static char *minegen(int w, int h, int n, int x, int y, int unique,
1581 char *ret = snewn(w*h, char);
1587 memset(ret, 0, w*h);
1590 * Start by placing n mines, none of which is at x,y or within
1594 int *tmp = snewn(w*h, int);
1598 * Write down the list of possible mine locations.
1601 for (i = 0; i < h; i++)
1602 for (j = 0; j < w; j++)
1603 if (abs(i - y) > 1 || abs(j - x) > 1)
1607 * Now pick n off the list at random.
1611 i = random_upto(rs, k);
1619 #ifdef GENERATION_DIAGNOSTICS
1622 printf("grid after initial generation:\n");
1623 for (yy = 0; yy < h; yy++) {
1624 for (xx = 0; xx < w; xx++) {
1625 int v = ret[yy*w+xx];
1626 if (yy == y && xx == x) {
1642 * Now set up a results grid to run the solver in, and a
1643 * context for the solver to open squares. Then run the solver
1644 * repeatedly; if the number of perturb steps ever goes up or
1645 * it ever returns -1, give up completely.
1647 * We bypass this bit if we're not after a unique grid.
1650 char *solvegrid = snewn(w*h, char);
1651 struct minectx actx, *ctx = &actx;
1652 int solveret, prevret = -2;
1662 memset(solvegrid, -2, w*h);
1663 solvegrid[y*w+x] = mineopen(ctx, x, y);
1664 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1667 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1668 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1671 } else if (solveret == 0) {
1688 * The Mines game descriptions contain the location of every mine,
1689 * and can therefore be used to cheat.
1691 * It would be pointless to attempt to _prevent_ this form of
1692 * cheating by encrypting the description, since Mines is
1693 * open-source so anyone can find out the encryption key. However,
1694 * I think it is worth doing a bit of gentle obfuscation to prevent
1695 * _accidental_ spoilers: if you happened to note that the game ID
1696 * starts with an F, for example, you might be unable to put the
1697 * knowledge of those mines out of your mind while playing. So,
1698 * just as discussions of film endings are rot13ed to avoid
1699 * spoiling it for people who don't want to be told, we apply a
1700 * keyless, reversible, but visually completely obfuscatory masking
1701 * function to the mine bitmap.
1703 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1705 int bytes, firsthalf, secondhalf;
1707 unsigned char *seedstart;
1709 unsigned char *targetstart;
1715 * My obfuscation algorithm is similar in concept to the OAEP
1716 * encoding used in some forms of RSA. Here's a specification
1719 * + We have a `masking function' which constructs a stream of
1720 * pseudorandom bytes from a seed of some number of input
1723 * + We pad out our input bit stream to a whole number of
1724 * bytes by adding up to 7 zero bits on the end. (In fact
1725 * the bitmap passed as input to this function will already
1726 * have had this done in practice.)
1728 * + We divide the _byte_ stream exactly in half, rounding the
1729 * half-way position _down_. So an 81-bit input string, for
1730 * example, rounds up to 88 bits or 11 bytes, and then
1731 * dividing by two gives 5 bytes in the first half and 6 in
1734 * + We generate a mask from the second half of the bytes, and
1735 * XOR it over the first half.
1737 * + We generate a mask from the (encoded) first half of the
1738 * bytes, and XOR it over the second half. Any null bits at
1739 * the end which were added as padding are cleared back to
1740 * zero even if this operation would have made them nonzero.
1742 * To de-obfuscate, the steps are precisely the same except
1743 * that the final two are reversed.
1745 * Finally, our masking function. Given an input seed string of
1746 * bytes, the output mask consists of concatenating the SHA-1
1747 * hashes of the seed string and successive decimal integers,
1751 bytes = (bits + 7) / 8;
1752 firsthalf = bytes / 2;
1753 secondhalf = bytes - firsthalf;
1755 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1756 steps[decode ? 1 : 0].seedlen = secondhalf;
1757 steps[decode ? 1 : 0].targetstart = bmp;
1758 steps[decode ? 1 : 0].targetlen = firsthalf;
1760 steps[decode ? 0 : 1].seedstart = bmp;
1761 steps[decode ? 0 : 1].seedlen = firsthalf;
1762 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1763 steps[decode ? 0 : 1].targetlen = secondhalf;
1765 for (i = 0; i < 2; i++) {
1766 SHA_State base, final;
1767 unsigned char digest[20];
1769 int digestpos = 20, counter = 0;
1772 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1774 for (j = 0; j < steps[i].targetlen; j++) {
1775 if (digestpos >= 20) {
1776 sprintf(numberbuf, "%d", counter++);
1778 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1779 SHA_Final(&final, digest);
1782 steps[i].targetstart[j] ^= digest[digestpos]++;
1786 * Mask off the pad bits in the final byte after both steps.
1789 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1793 static char *new_game_desc(game_params *params, random_state *rs,
1794 game_aux_info **aux)
1796 char *grid, *ret, *p;
1801 * FIXME: allow user to specify initial open square.
1803 x = random_upto(rs, params->w);
1804 y = random_upto(rs, params->h);
1806 grid = minegen(params->w, params->h, params->n, x, y, params->unique, rs);
1809 * Set up the mine bitmap and obfuscate it.
1811 area = params->w * params->h;
1812 bmp = snewn((area + 7) / 8, unsigned char);
1813 memset(bmp, 0, (area + 7) / 8);
1814 for (i = 0; i < area; i++) {
1816 bmp[i / 8] |= 0x80 >> (i % 8);
1818 obfuscate_bitmap(bmp, area, FALSE);
1821 * Now encode the resulting bitmap in hex. We can work to
1822 * nibble rather than byte granularity, since the obfuscation
1823 * function guarantees to return a bit string of the same
1824 * length as its input.
1826 ret = snewn((area+3)/4 + 100, char);
1827 p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
1828 for (i = 0; i < (area+3)/4; i++) {
1832 *p++ = "0123456789abcdef"[v & 0xF];
1841 static void game_free_aux_info(game_aux_info *aux)
1843 assert(!"Shouldn't happen");
1846 static char *validate_desc(game_params *params, char *desc)
1848 int wh = params->w * params->h;
1851 if (!*desc || !isdigit((unsigned char)*desc))
1852 return "No initial x-coordinate in game description";
1854 if (x < 0 || x >= params->w)
1855 return "Initial x-coordinate was out of range";
1856 while (*desc && isdigit((unsigned char)*desc))
1857 desc++; /* skip over x coordinate */
1859 return "No ',' after initial x-coordinate in game description";
1860 desc++; /* eat comma */
1861 if (!*desc || !isdigit((unsigned char)*desc))
1862 return "No initial y-coordinate in game description";
1864 if (y < 0 || y >= params->h)
1865 return "Initial y-coordinate was out of range";
1866 while (*desc && isdigit((unsigned char)*desc))
1867 desc++; /* skip over y coordinate */
1869 return "No ',' after initial y-coordinate in game description";
1870 desc++; /* eat comma */
1871 /* eat `m', meaning `masked', if present */
1874 /* now just check length of remainder */
1875 if (strlen(desc) != (wh+3)/4)
1876 return "Game description is wrong length";
1881 static int open_square(game_state *state, int x, int y)
1883 int w = state->w, h = state->h;
1884 int xx, yy, nmines, ncovered;
1886 if (state->mines[y*w+x]) {
1888 * The player has landed on a mine. Bad luck. Expose all
1892 for (yy = 0; yy < h; yy++)
1893 for (xx = 0; xx < w; xx++) {
1894 if (state->mines[yy*w+xx] &&
1895 (state->grid[yy*w+xx] == -2 ||
1896 state->grid[yy*w+xx] == -3)) {
1897 state->grid[yy*w+xx] = 64;
1899 if (!state->mines[yy*w+xx] &&
1900 state->grid[yy*w+xx] == -1) {
1901 state->grid[yy*w+xx] = 66;
1904 state->grid[y*w+x] = 65;
1909 * Otherwise, the player has opened a safe square. Mark it to-do.
1911 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
1914 * Now go through the grid finding all `todo' values and
1915 * opening them. Every time one of them turns out to have no
1916 * neighbouring mines, we add all its unopened neighbours to
1919 * FIXME: We really ought to be able to do this better than
1920 * using repeated N^2 scans of the grid.
1923 int done_something = FALSE;
1925 for (yy = 0; yy < h; yy++)
1926 for (xx = 0; xx < w; xx++)
1927 if (state->grid[yy*w+xx] == -10) {
1930 assert(!state->mines[yy*w+xx]);
1934 for (dx = -1; dx <= +1; dx++)
1935 for (dy = -1; dy <= +1; dy++)
1936 if (xx+dx >= 0 && xx+dx < state->w &&
1937 yy+dy >= 0 && yy+dy < state->h &&
1938 state->mines[(yy+dy)*w+(xx+dx)])
1941 state->grid[yy*w+xx] = v;
1944 for (dx = -1; dx <= +1; dx++)
1945 for (dy = -1; dy <= +1; dy++)
1946 if (xx+dx >= 0 && xx+dx < state->w &&
1947 yy+dy >= 0 && yy+dy < state->h &&
1948 state->grid[(yy+dy)*w+(xx+dx)] == -2)
1949 state->grid[(yy+dy)*w+(xx+dx)] = -10;
1952 done_something = TRUE;
1955 if (!done_something)
1960 * Finally, scan the grid and see if exactly as many squares
1961 * are still covered as there are mines. If so, set the `won'
1962 * flag and fill in mine markers on all covered squares.
1964 nmines = ncovered = 0;
1965 for (yy = 0; yy < h; yy++)
1966 for (xx = 0; xx < w; xx++) {
1967 if (state->grid[yy*w+xx] < 0)
1969 if (state->mines[yy*w+xx])
1972 assert(ncovered >= nmines);
1973 if (ncovered == nmines) {
1974 for (yy = 0; yy < h; yy++)
1975 for (xx = 0; xx < w; xx++) {
1976 if (state->grid[yy*w+xx] < 0)
1977 state->grid[yy*w+xx] = -1;
1985 static game_state *new_game(game_params *params, char *desc)
1987 game_state *state = snew(game_state);
1988 int i, wh, x, y, ret, masked;
1991 state->w = params->w;
1992 state->h = params->h;
1993 state->n = params->n;
1994 state->dead = state->won = FALSE;
1996 wh = state->w * state->h;
1997 state->mines = snewn(wh, char);
2000 while (*desc && isdigit((unsigned char)*desc))
2001 desc++; /* skip over x coordinate */
2002 if (*desc) desc++; /* eat comma */
2004 while (*desc && isdigit((unsigned char)*desc))
2005 desc++; /* skip over y coordinate */
2006 if (*desc) desc++; /* eat comma */
2013 * We permit game IDs to be entered by hand without the
2014 * masking transformation.
2019 bmp = snewn((wh + 7) / 8, unsigned char);
2020 memset(bmp, 0, (wh + 7) / 8);
2021 for (i = 0; i < (wh+3)/4; i++) {
2025 assert(c != 0); /* validate_desc should have caught */
2026 if (c >= '0' && c <= '9')
2028 else if (c >= 'a' && c <= 'f')
2030 else if (c >= 'A' && c <= 'F')
2035 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2039 obfuscate_bitmap(bmp, wh, TRUE);
2041 memset(state->mines, 0, wh);
2042 for (i = 0; i < wh; i++) {
2043 if (bmp[i / 8] & (0x80 >> (i % 8)))
2044 state->mines[i] = 1;
2047 state->grid = snewn(wh, char);
2048 memset(state->grid, -2, wh);
2050 ret = open_square(state, x, y);
2052 * FIXME: This shouldn't be an assert. Perhaps we actually
2053 * ought to check it in validate_params! Alternatively, we can
2054 * remove the assert completely and actually permit a game
2055 * description to start you off dead.
2062 static game_state *dup_game(game_state *state)
2064 game_state *ret = snew(game_state);
2069 ret->dead = state->dead;
2070 ret->won = state->won;
2071 ret->mines = snewn(ret->w * ret->h, char);
2072 memcpy(ret->mines, state->mines, ret->w * ret->h);
2073 ret->grid = snewn(ret->w * ret->h, char);
2074 memcpy(ret->grid, state->grid, ret->w * ret->h);
2079 static void free_game(game_state *state)
2081 sfree(state->mines);
2086 static game_state *solve_game(game_state *state, game_aux_info *aux,
2092 static char *game_text_format(game_state *state)
2098 int hx, hy, hradius; /* for mouse-down highlights */
2102 static game_ui *new_ui(game_state *state)
2104 game_ui *ui = snew(game_ui);
2105 ui->hx = ui->hy = -1;
2107 ui->flash_is_death = FALSE; /* *shrug* */
2111 static void free_ui(game_ui *ui)
2116 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
2122 if (from->dead || from->won)
2123 return NULL; /* no further moves permitted */
2125 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2126 !IS_MOUSE_RELEASE(button))
2131 if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
2134 if (button == LEFT_BUTTON || button == LEFT_DRAG) {
2136 * Mouse-downs and mouse-drags just cause highlighting
2141 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2145 if (button == RIGHT_BUTTON) {
2147 * Right-clicking only works on a covered square, and it
2148 * toggles between -1 (marked as mine) and -2 (not marked
2151 * FIXME: question marks.
2153 if (from->grid[cy * from->w + cx] != -2 &&
2154 from->grid[cy * from->w + cx] != -1)
2157 ret = dup_game(from);
2158 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2163 if (button == LEFT_RELEASE) {
2164 ui->hx = ui->hy = -1;
2168 * At this stage we must never return NULL: we have adjusted
2169 * the ui, so at worst we return `from'.
2173 * Left-clicking on a covered square opens a tile. Not
2174 * permitted if the tile is marked as a mine, for safety.
2175 * (Unmark it and _then_ open it.)
2177 if (from->grid[cy * from->w + cx] == -2 ||
2178 from->grid[cy * from->w + cx] == -3) {
2179 ret = dup_game(from);
2180 open_square(ret, cx, cy);
2185 * Left-clicking on an uncovered tile: first we check to see if
2186 * the number of mine markers surrounding the tile is equal to
2187 * its mine count, and if so then we open all other surrounding
2190 if (from->grid[cy * from->w + cx] > 0) {
2193 /* Count mine markers. */
2195 for (dy = -1; dy <= +1; dy++)
2196 for (dx = -1; dx <= +1; dx++)
2197 if (cx+dx >= 0 && cx+dx < from->w &&
2198 cy+dy >= 0 && cy+dy < from->h) {
2199 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2203 if (n == from->grid[cy * from->w + cx]) {
2204 ret = dup_game(from);
2205 for (dy = -1; dy <= +1; dy++)
2206 for (dx = -1; dx <= +1; dx++)
2207 if (cx+dx >= 0 && cx+dx < ret->w &&
2208 cy+dy >= 0 && cy+dy < ret->h &&
2209 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2210 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2211 open_square(ret, cx+dx, cy+dy);
2222 /* ----------------------------------------------------------------------
2226 struct game_drawstate {
2230 * Items in this `grid' array have all the same values as in
2231 * the game_state grid, and in addition:
2233 * - -10 means the tile was drawn `specially' as a result of a
2234 * flash, so it will always need redrawing.
2236 * - -22 and -23 mean the tile is highlighted for a possible
2241 static void game_size(game_params *params, int *x, int *y)
2243 *x = BORDER * 2 + TILE_SIZE * params->w;
2244 *y = BORDER * 2 + TILE_SIZE * params->h;
2247 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2249 float *ret = snewn(3 * NCOLOURS, float);
2251 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2253 ret[COL_1 * 3 + 0] = 0.0F;
2254 ret[COL_1 * 3 + 1] = 0.0F;
2255 ret[COL_1 * 3 + 2] = 1.0F;
2257 ret[COL_2 * 3 + 0] = 0.0F;
2258 ret[COL_2 * 3 + 1] = 0.5F;
2259 ret[COL_2 * 3 + 2] = 0.0F;
2261 ret[COL_3 * 3 + 0] = 1.0F;
2262 ret[COL_3 * 3 + 1] = 0.0F;
2263 ret[COL_3 * 3 + 2] = 0.0F;
2265 ret[COL_4 * 3 + 0] = 0.0F;
2266 ret[COL_4 * 3 + 1] = 0.0F;
2267 ret[COL_4 * 3 + 2] = 0.5F;
2269 ret[COL_5 * 3 + 0] = 0.5F;
2270 ret[COL_5 * 3 + 1] = 0.0F;
2271 ret[COL_5 * 3 + 2] = 0.0F;
2273 ret[COL_6 * 3 + 0] = 0.0F;
2274 ret[COL_6 * 3 + 1] = 0.5F;
2275 ret[COL_6 * 3 + 2] = 0.5F;
2277 ret[COL_7 * 3 + 0] = 0.0F;
2278 ret[COL_7 * 3 + 1] = 0.0F;
2279 ret[COL_7 * 3 + 2] = 0.0F;
2281 ret[COL_8 * 3 + 0] = 0.5F;
2282 ret[COL_8 * 3 + 1] = 0.5F;
2283 ret[COL_8 * 3 + 2] = 0.5F;
2285 ret[COL_MINE * 3 + 0] = 0.0F;
2286 ret[COL_MINE * 3 + 1] = 0.0F;
2287 ret[COL_MINE * 3 + 2] = 0.0F;
2289 ret[COL_BANG * 3 + 0] = 1.0F;
2290 ret[COL_BANG * 3 + 1] = 0.0F;
2291 ret[COL_BANG * 3 + 2] = 0.0F;
2293 ret[COL_CROSS * 3 + 0] = 1.0F;
2294 ret[COL_CROSS * 3 + 1] = 0.0F;
2295 ret[COL_CROSS * 3 + 2] = 0.0F;
2297 ret[COL_FLAG * 3 + 0] = 1.0F;
2298 ret[COL_FLAG * 3 + 1] = 0.0F;
2299 ret[COL_FLAG * 3 + 2] = 0.0F;
2301 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2302 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2303 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2305 ret[COL_QUERY * 3 + 0] = 0.0F;
2306 ret[COL_QUERY * 3 + 1] = 0.0F;
2307 ret[COL_QUERY * 3 + 2] = 0.0F;
2309 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2310 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2311 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2313 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2314 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2315 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2317 *ncolours = NCOLOURS;
2321 static game_drawstate *game_new_drawstate(game_state *state)
2323 struct game_drawstate *ds = snew(struct game_drawstate);
2327 ds->started = FALSE;
2328 ds->grid = snewn(ds->w * ds->h, char);
2330 memset(ds->grid, -99, ds->w * ds->h);
2335 static void game_free_drawstate(game_drawstate *ds)
2341 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2347 if (v == -22 || v == -23) {
2351 * Omit the highlights in this case.
2353 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, bg);
2354 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2355 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2358 * Draw highlights to indicate the square is covered.
2360 coords[0] = x + TILE_SIZE - 1;
2361 coords[1] = y + TILE_SIZE - 1;
2362 coords[2] = x + TILE_SIZE - 1;
2365 coords[5] = y + TILE_SIZE - 1;
2366 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2367 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2371 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2372 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2374 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2375 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2383 #define SETCOORD(n, dx, dy) do { \
2384 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2385 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2387 SETCOORD(0, 0.6, 0.35);
2388 SETCOORD(1, 0.6, 0.7);
2389 SETCOORD(2, 0.8, 0.8);
2390 SETCOORD(3, 0.25, 0.8);
2391 SETCOORD(4, 0.55, 0.7);
2392 SETCOORD(5, 0.55, 0.35);
2393 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2394 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2396 SETCOORD(0, 0.6, 0.2);
2397 SETCOORD(1, 0.6, 0.5);
2398 SETCOORD(2, 0.2, 0.35);
2399 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2400 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2403 } else if (v == -3) {
2405 * Draw a question mark.
2407 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2408 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2409 ALIGN_VCENTRE | ALIGN_HCENTRE,
2414 * Clear the square to the background colour, and draw thin
2415 * grid lines along the top and left.
2417 * Exception is that for value 65 (mine we've just trodden
2418 * on), we clear the square to COL_BANG.
2420 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2421 (v == 65 ? COL_BANG : bg));
2422 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2423 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2425 if (v > 0 && v <= 8) {
2432 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2433 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2434 ALIGN_VCENTRE | ALIGN_HCENTRE,
2435 (COL_1 - 1) + v, str);
2437 } else if (v >= 64) {
2441 * FIXME: this could be done better!
2444 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2445 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2446 ALIGN_VCENTRE | ALIGN_HCENTRE,
2450 int cx = x + TILE_SIZE / 2;
2451 int cy = y + TILE_SIZE / 2;
2452 int r = TILE_SIZE / 2 - 3;
2454 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2457 for (i = 0; i < 4*5*2; i += 5*2) {
2458 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2459 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2460 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2461 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2462 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2463 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2464 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2465 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2466 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2467 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2477 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2478 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2480 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2486 * Cross through the mine.
2489 for (dx = -1; dx <= +1; dx++) {
2490 draw_line(fe, x + 3 + dx, y + 2,
2491 x + TILE_SIZE - 3 + dx,
2492 y + TILE_SIZE - 2, COL_CROSS);
2493 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2494 x + 3 + dx, y + TILE_SIZE - 2,
2501 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2504 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2505 game_state *state, int dir, game_ui *ui,
2506 float animtime, float flashtime)
2509 int mines, markers, bg;
2512 int frame = (flashtime / FLASH_FRAME);
2514 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2516 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2518 bg = COL_BACKGROUND;
2524 TILE_SIZE * state->w + 2 * BORDER,
2525 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2526 draw_update(fe, 0, 0,
2527 TILE_SIZE * state->w + 2 * BORDER,
2528 TILE_SIZE * state->h + 2 * BORDER);
2531 * Recessed area containing the whole puzzle.
2533 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2534 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2535 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2536 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2537 coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2538 coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2539 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
2540 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
2542 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2543 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2544 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
2545 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
2551 * Now draw the tiles. Also in this loop, count up the number
2552 * of mines and mine markers.
2554 mines = markers = 0;
2555 for (y = 0; y < ds->h; y++)
2556 for (x = 0; x < ds->w; x++) {
2557 int v = state->grid[y*ds->w+x];
2561 if (state->mines[y*ds->w+x])
2564 if ((v == -2 || v == -3) &&
2565 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2568 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2569 draw_tile(fe, COORD(x), COORD(y), v, bg);
2570 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2575 * Update the status bar.
2578 char statusbar[512];
2580 sprintf(statusbar, "GAME OVER!");
2581 } else if (state->won) {
2582 sprintf(statusbar, "COMPLETED!");
2584 sprintf(statusbar, "Mines marked: %d / %d", markers, mines);
2586 status_bar(fe, statusbar);
2590 static float game_anim_length(game_state *oldstate, game_state *newstate,
2591 int dir, game_ui *ui)
2596 static float game_flash_length(game_state *oldstate, game_state *newstate,
2597 int dir, game_ui *ui)
2599 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2600 if (newstate->dead) {
2601 ui->flash_is_death = TRUE;
2602 return 3 * FLASH_FRAME;
2604 if (newstate->won) {
2605 ui->flash_is_death = FALSE;
2606 return 2 * FLASH_FRAME;
2612 static int game_wants_statusbar(void)
2618 #define thegame mines
2621 const struct game thegame = {
2622 "Mines", "games.mines",
2629 TRUE, game_configure, custom_params,
2638 FALSE, game_text_format,
2645 game_free_drawstate,
2649 game_wants_statusbar,