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
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 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";
260 * FIXME: Need more constraints here. Not sure what the
261 * sensible limits for Minesweeper actually are. The limits
262 * probably ought to change, however, depending on uniqueness.
268 /* ----------------------------------------------------------------------
269 * Minesweeper solver, used to ensure the generated grids are
270 * solvable without having to take risks.
274 * Count the bits in a word. Only needs to cope with 16 bits.
276 static int bitcount16(int word)
278 word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
279 word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
280 word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
281 word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
287 * We use a tree234 to store a large number of small localised
288 * sets, each with a mine count. We also keep some of those sets
289 * linked together into a to-do list.
292 short x, y, mask, mines;
294 struct set *prev, *next;
297 static int setcmp(void *av, void *bv)
299 struct set *a = (struct set *)av;
300 struct set *b = (struct set *)bv;
304 else if (a->y > b->y)
306 else if (a->x < b->x)
308 else if (a->x > b->x)
310 else if (a->mask < b->mask)
312 else if (a->mask > b->mask)
320 struct set *todo_head, *todo_tail;
323 static struct setstore *ss_new(void)
325 struct setstore *ss = snew(struct setstore);
326 ss->sets = newtree234(setcmp);
327 ss->todo_head = ss->todo_tail = NULL;
332 * Take two input sets, in the form (x,y,mask). Munge the first by
333 * taking either its intersection with the second or its difference
334 * with the second. Return the new mask part of the first set.
336 static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
340 * Adjust the second set so that it has the same x,y
341 * coordinates as the first.
343 if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
347 mask2 &= ~(4|32|256);
357 mask2 &= ~(64|128|256);
369 * Invert the second set if `diff' is set (we're after A &~ B
370 * rather than A & B).
376 * Now all that's left is a logical AND.
378 return mask1 & mask2;
381 static void ss_add_todo(struct setstore *ss, struct set *s)
384 return; /* already on it */
386 #ifdef SOLVER_DIAGNOSTICS
387 printf("adding set on todo list: %d,%d %03x %d\n",
388 s->x, s->y, s->mask, s->mines);
391 s->prev = ss->todo_tail;
401 static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
408 * Normalise so that x and y are genuinely the bounding
411 while (!(mask & (1|8|64)))
413 while (!(mask & (1|2|4)))
417 * Create a set structure and add it to the tree.
419 s = snew(struct set);
425 if (add234(ss->sets, s) != s) {
427 * This set already existed! Free it and return.
434 * We've added a new set to the tree, so put it on the todo
440 static void ss_remove(struct setstore *ss, struct set *s)
442 struct set *next = s->next, *prev = s->prev;
444 #ifdef SOLVER_DIAGNOSTICS
445 printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
448 * Remove s from the todo list.
452 else if (s == ss->todo_head)
453 ss->todo_head = next;
457 else if (s == ss->todo_tail)
458 ss->todo_tail = prev;
463 * Remove s from the tree.
468 * Destroy the actual set structure.
474 * Return a dynamically allocated list of all the sets which
475 * overlap a provided input set.
477 static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
479 struct set **ret = NULL;
480 int nret = 0, retsize = 0;
483 for (xx = x-3; xx < x+3; xx++)
484 for (yy = y-3; yy < y+3; yy++) {
489 * Find the first set with these top left coordinates.
495 if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
496 while ((s = index234(ss->sets, pos)) != NULL &&
497 s->x == xx && s->y == yy) {
499 * This set potentially overlaps the input one.
500 * Compute the intersection to see if they
501 * really overlap, and add it to the list if
504 if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
506 * There's an overlap.
508 if (nret >= retsize) {
510 ret = sresize(ret, retsize, struct set *);
520 ret = sresize(ret, nret+1, struct set *);
527 * Get an element from the head of the set todo list.
529 static struct set *ss_todo(struct setstore *ss)
532 struct set *ret = ss->todo_head;
533 ss->todo_head = ret->next;
535 ss->todo_head->prev = NULL;
537 ss->todo_tail = NULL;
538 ret->next = ret->prev = NULL;
551 static void std_add(struct squaretodo *std, int i)
554 std->next[std->tail] = i;
561 static void known_squares(int w, int h, struct squaretodo *std, char *grid,
562 int (*open)(void *ctx, int x, int y), void *openctx,
563 int x, int y, int mask, int mine)
569 for (yy = 0; yy < 3; yy++)
570 for (xx = 0; xx < 3; xx++) {
572 int i = (y + yy) * w + (x + xx);
575 * It's possible that this square is _already_
576 * known, in which case we don't try to add it to
582 grid[i] = -1; /* and don't open it! */
584 grid[i] = open(openctx, x + xx, y + yy);
585 assert(grid[i] != -1); /* *bang* */
596 * This is data returned from the `perturb' function. It details
597 * which squares have become mines and which have become clear. The
598 * solver is (of course) expected to honourably not use that
599 * knowledge directly, but to efficently adjust its internal data
600 * structures and proceed based on only the information it
603 struct perturbation {
605 int delta; /* +1 == become a mine; -1 == cleared */
607 struct perturbations {
609 struct perturbation *changes;
613 * Main solver entry point. You give it a grid of existing
614 * knowledge (-1 for a square known to be a mine, 0-8 for empty
615 * squares with a given number of neighbours, -2 for completely
616 * unknown), plus a function which you can call to open new squares
617 * once you're confident of them. It fills in as much more of the
622 * - -1 means deduction stalled and nothing could be done
623 * - 0 means deduction succeeded fully
624 * - >0 means deduction succeeded but some number of perturbation
625 * steps were required; the exact return value is the number of
628 static int minesolve(int w, int h, int n, char *grid,
629 int (*open)(void *ctx, int x, int y),
630 struct perturbations *(*perturb)(void *ctx, char *grid,
631 int x, int y, int mask),
632 void *ctx, random_state *rs)
634 struct setstore *ss = ss_new();
636 struct squaretodo astd, *std = &astd;
641 * Set up a linked list of squares with known contents, so that
642 * we can process them one by one.
644 std->next = snewn(w*h, int);
645 std->head = std->tail = -1;
648 * Initialise that list with all known squares in the input
651 for (y = 0; y < h; y++) {
652 for (x = 0; x < w; x++) {
660 * Main deductive loop.
663 int done_something = FALSE;
667 * If there are any known squares on the todo list, process
668 * them and construct a set for each.
670 while (std->head != -1) {
672 #ifdef SOLVER_DIAGNOSTICS
673 printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
675 std->head = std->next[i];
683 int dx, dy, mines, bit, val;
684 #ifdef SOLVER_DIAGNOSTICS
685 printf("creating set around this square\n");
688 * Empty square. Construct the set of non-known squares
689 * around this one, and determine its mine count.
694 for (dy = -1; dy <= +1; dy++) {
695 for (dx = -1; dx <= +1; dx++) {
696 #ifdef SOLVER_DIAGNOSTICS
697 printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
699 if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
700 /* ignore this one */;
701 else if (grid[i+dy*w+dx] == -1)
703 else if (grid[i+dy*w+dx] == -2)
709 ss_add(ss, x-1, y-1, val, mines);
713 * Now, whether the square is empty or full, we must
714 * find any set which contains it and replace it with
715 * one which does not.
718 #ifdef SOLVER_DIAGNOSTICS
719 printf("finding sets containing known square %d,%d\n", x, y);
721 list = ss_overlap(ss, x, y, 1);
723 for (j = 0; list[j]; j++) {
724 int newmask, newmines;
729 * Compute the mask for this set minus the
730 * newly known square.
732 newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
735 * Compute the new mine count.
737 newmines = s->mines - (grid[i] == -1);
740 * Insert the new set into the collection,
741 * unless it's been whittled right down to
745 ss_add(ss, s->x, s->y, newmask, newmines);
748 * Destroy the old one; it is actually obsolete.
757 * Marking a fresh square as known certainly counts as
760 done_something = TRUE;
764 * Now pick a set off the to-do list and attempt deductions
767 if ((s = ss_todo(ss)) != NULL) {
769 #ifdef SOLVER_DIAGNOSTICS
770 printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
773 * Firstly, see if this set has a mine count of zero or
774 * of its own cardinality.
776 if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
778 * If so, we can immediately mark all the squares
779 * in the set as known.
781 #ifdef SOLVER_DIAGNOSTICS
784 known_squares(w, h, std, grid, open, ctx,
785 s->x, s->y, s->mask, (s->mines != 0));
788 * Having done that, we need do nothing further
789 * with this set; marking all the squares in it as
790 * known will eventually eliminate it, and will
791 * also permit further deductions about anything
798 * Failing that, we now search through all the sets
799 * which overlap this one.
801 list = ss_overlap(ss, s->x, s->y, s->mask);
803 for (j = 0; list[j]; j++) {
804 struct set *s2 = list[j];
805 int swing, s2wing, swc, s2wc;
808 * Find the non-overlapping parts s2-s and s-s2,
809 * and their cardinalities.
811 * I'm going to refer to these parts as `wings'
812 * surrounding the central part common to both
813 * sets. The `s wing' is s-s2; the `s2 wing' is
816 swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
818 s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
820 swc = bitcount16(swing);
821 s2wc = bitcount16(s2wing);
824 * If one set has more mines than the other, and
825 * the number of extra mines is equal to the
826 * cardinality of that set's wing, then we can mark
827 * every square in the wing as a known mine, and
828 * every square in the other wing as known clear.
830 if (swc == s->mines - s2->mines ||
831 s2wc == s2->mines - s->mines) {
832 known_squares(w, h, std, grid, open, ctx,
834 (swc == s->mines - s2->mines));
835 known_squares(w, h, std, grid, open, ctx,
836 s2->x, s2->y, s2wing,
837 (s2wc == s2->mines - s->mines));
842 * Failing that, see if one set is a subset of the
843 * other. If so, we can divide up the mine count of
844 * the larger set between the smaller set and its
845 * complement, even if neither smaller set ends up
846 * being immediately clearable.
848 if (swc == 0 && s2wc != 0) {
849 /* s is a subset of s2. */
850 assert(s2->mines > s->mines);
851 ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
852 } else if (s2wc == 0 && swc != 0) {
853 /* s2 is a subset of s. */
854 assert(s->mines > s2->mines);
855 ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
862 * In this situation we have definitely done
863 * _something_, even if it's only reducing the size of
866 done_something = TRUE;
869 * We have nothing left on our todo list, which means
870 * all localised deductions have failed. Our next step
871 * is to resort to global deduction based on the total
872 * mine count. This is computationally expensive
873 * compared to any of the above deductions, which is
874 * why we only ever do it when all else fails, so that
875 * hopefully it won't have to happen too often.
877 * If you pass n<0 into this solver, that informs it
878 * that you do not know the total mine count, so it
879 * won't even attempt these deductions.
882 int minesleft, squaresleft;
883 int nsets, setused[10], cursor;
886 * Start by scanning the current grid state to work out
887 * how many unknown squares we still have, and how many
888 * mines are to be placed in them.
892 for (i = 0; i < w*h; i++) {
895 else if (grid[i] == -2)
899 #ifdef SOLVER_DIAGNOSTICS
900 printf("global deduction time: squaresleft=%d minesleft=%d\n",
901 squaresleft, minesleft);
902 for (y = 0; y < h; y++) {
903 for (x = 0; x < w; x++) {
919 * If there _are_ no unknown squares, we have actually
922 if (squaresleft == 0) {
923 assert(minesleft == 0);
928 * First really simple case: if there are no more mines
929 * left, or if there are exactly as many mines left as
930 * squares to play them in, then it's all easy.
932 if (minesleft == 0 || minesleft == squaresleft) {
933 for (i = 0; i < w*h; i++)
935 known_squares(w, h, std, grid, open, ctx,
936 i % w, i / w, 1, minesleft != 0);
937 continue; /* now go back to main deductive loop */
941 * Failing that, we have to do some _real_ work.
942 * Ideally what we do here is to try every single
943 * combination of the currently available sets, in an
944 * attempt to find a disjoint union (i.e. a set of
945 * squares with a known mine count between them) such
946 * that the remaining unknown squares _not_ contained
947 * in that union either contain no mines or are all
950 * Actually enumerating all 2^n possibilities will get
951 * a bit slow for large n, so I artificially cap this
952 * recursion at n=10 to avoid too much pain.
954 nsets = count234(ss->sets);
955 if (nsets <= lenof(setused)) {
957 * Doing this with actual recursive function calls
958 * would get fiddly because a load of local
959 * variables from this function would have to be
960 * passed down through the recursion. So instead
961 * I'm going to use a virtual recursion within this
962 * function. The way this works is:
964 * - we have an array `setused', such that
965 * setused[n] is 0 or 1 depending on whether set
966 * n is currently in the union we are
969 * - we have a value `cursor' which indicates how
970 * much of `setused' we have so far filled in.
971 * It's conceptually the recursion depth.
973 * We begin by setting `cursor' to zero. Then:
975 * - if cursor can advance, we advance it by one.
976 * We set the value in `setused' that it went
977 * past to 1 if that set is disjoint from
978 * anything else currently in `setused', or to 0
981 * - If cursor cannot advance because it has
982 * reached the end of the setused list, then we
983 * have a maximal disjoint union. Check to see
984 * whether its mine count has any useful
985 * properties. If so, mark all the squares not
986 * in the union as known and terminate.
988 * - If cursor has reached the end of setused and
989 * the algorithm _hasn't_ terminated, back
990 * cursor up to the nearest 1, turn it into a 0
991 * and advance cursor just past it.
993 * - If we attempt to back up to the nearest 1 and
994 * there isn't one at all, then we have gone
995 * through all disjoint unions of sets in the
996 * list and none of them has been helpful, so we
999 struct set *sets[lenof(setused)];
1000 for (i = 0; i < nsets; i++)
1001 sets[i] = index234(ss->sets, i);
1006 if (cursor < nsets) {
1009 /* See if any existing set overlaps this one. */
1010 for (i = 0; i < cursor; i++)
1012 setmunge(sets[cursor]->x,
1015 sets[i]->x, sets[i]->y, sets[i]->mask,
1023 * We're adding this set to our union,
1024 * so adjust minesleft and squaresleft
1027 minesleft -= sets[cursor]->mines;
1028 squaresleft -= bitcount16(sets[cursor]->mask);
1031 setused[cursor++] = ok;
1033 #ifdef SOLVER_DIAGNOSTICS
1034 printf("trying a set combination with %d %d\n",
1035 squaresleft, minesleft);
1036 #endif /* SOLVER_DIAGNOSTICS */
1039 * We've reached the end. See if we've got
1040 * anything interesting.
1042 if (squaresleft > 0 &&
1043 (minesleft == 0 || minesleft == squaresleft)) {
1045 * We have! There is at least one
1046 * square not contained within the set
1047 * union we've just found, and we can
1048 * deduce that either all such squares
1049 * are mines or all are not (depending
1050 * on whether minesleft==0). So now all
1051 * we have to do is actually go through
1052 * the grid, find those squares, and
1055 for (i = 0; i < w*h; i++)
1056 if (grid[i] == -2) {
1060 for (j = 0; j < nsets; j++)
1062 setmunge(sets[j]->x, sets[j]->y,
1063 sets[j]->mask, x, y, 1,
1069 known_squares(w, h, std, grid,
1071 x, y, 1, minesleft != 0);
1074 done_something = TRUE;
1075 break; /* return to main deductive loop */
1079 * If we reach here, then this union hasn't
1080 * done us any good, so move on to the
1081 * next. Backtrack cursor to the nearest 1,
1082 * change it to a 0 and continue.
1084 while (cursor-- >= 0 && !setused[cursor]);
1086 assert(setused[cursor]);
1089 * We're removing this set from our
1090 * union, so re-increment minesleft and
1093 minesleft += sets[cursor]->mines;
1094 squaresleft += bitcount16(sets[cursor]->mask);
1096 setused[cursor++] = 0;
1099 * We've backtracked all the way to the
1100 * start without finding a single 1,
1101 * which means that our virtual
1102 * recursion is complete and nothing
1117 #ifdef SOLVER_DIAGNOSTICS
1119 * Dump the current known state of the grid.
1121 printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
1122 for (y = 0; y < h; y++) {
1123 for (x = 0; x < w; x++) {
1124 int v = grid[y*w+x];
1140 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1141 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1146 * Now we really are at our wits' end as far as solving
1147 * this grid goes. Our only remaining option is to call
1148 * a perturb function and ask it to modify the grid to
1152 struct perturbations *ret;
1158 * Choose a set at random from the current selection,
1159 * and ask the perturb function to either fill or empty
1162 * If we have no sets at all, we must give up.
1164 if (count234(ss->sets) == 0)
1166 s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
1167 #ifdef SOLVER_DIAGNOSTICS
1168 printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
1170 ret = perturb(ctx, grid, s->x, s->y, s->mask);
1173 assert(ret->n > 0); /* otherwise should have been NULL */
1176 * A number of squares have been fiddled with, and
1177 * the returned structure tells us which. Adjust
1178 * the mine count in any set which overlaps one of
1179 * those squares, and put them back on the to-do
1182 for (i = 0; i < ret->n; i++) {
1183 #ifdef SOLVER_DIAGNOSTICS
1184 printf("perturbation %s mine at %d,%d\n",
1185 ret->changes[i].delta > 0 ? "added" : "removed",
1186 ret->changes[i].x, ret->changes[i].y);
1189 list = ss_overlap(ss,
1190 ret->changes[i].x, ret->changes[i].y, 1);
1192 for (j = 0; list[j]; j++) {
1193 list[j]->mines += ret->changes[i].delta;
1194 ss_add_todo(ss, list[j]);
1201 * Now free the returned data.
1203 sfree(ret->changes);
1206 #ifdef SOLVER_DIAGNOSTICS
1208 * Dump the current known state of the grid.
1210 printf("state after perturbation:\n", nperturbs);
1211 for (y = 0; y < h; y++) {
1212 for (x = 0; x < w; x++) {
1213 int v = grid[y*w+x];
1229 for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
1230 printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
1235 * And now we can go back round the deductive loop.
1242 * If we get here, even that didn't work (either we didn't
1243 * have a perturb function or it returned failure), so we
1250 * See if we've got any unknown squares left.
1252 for (y = 0; y < h; y++)
1253 for (x = 0; x < w; x++)
1254 if (grid[y*w+x] == -2) {
1255 nperturbs = -1; /* failed to complete */
1260 * Free the set list and square-todo list.
1264 while ((s = delpos234(ss->sets, 0)) != NULL)
1266 freetree234(ss->sets);
1274 /* ----------------------------------------------------------------------
1275 * Grid generator which uses the above solver.
1285 static int mineopen(void *vctx, int x, int y)
1287 struct minectx *ctx = (struct minectx *)vctx;
1290 assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
1291 if (ctx->grid[y * ctx->w + x])
1292 return -1; /* *bang* */
1295 for (i = -1; i <= +1; i++) {
1296 if (x + i < 0 || x + i >= ctx->w)
1298 for (j = -1; j <= +1; j++) {
1299 if (y + j < 0 || y + j >= ctx->h)
1301 if (i == 0 && j == 0)
1303 if (ctx->grid[(y+j) * ctx->w + (x+i)])
1311 /* Structure used internally to mineperturb(). */
1313 int x, y, type, random;
1315 static int squarecmp(const void *av, const void *bv)
1317 const struct square *a = (const struct square *)av;
1318 const struct square *b = (const struct square *)bv;
1319 if (a->type < b->type)
1321 else if (a->type > b->type)
1323 else if (a->random < b->random)
1325 else if (a->random > b->random)
1327 else if (a->y < b->y)
1329 else if (a->y > b->y)
1331 else if (a->x < b->x)
1333 else if (a->x > b->x)
1338 static struct perturbations *mineperturb(void *vctx, char *grid,
1339 int setx, int sety, int mask)
1341 struct minectx *ctx = (struct minectx *)vctx;
1342 struct square *sqlist;
1343 int x, y, dx, dy, i, n, nfull, nempty;
1344 struct square *tofill[9], *toempty[9], **todo;
1345 int ntofill, ntoempty, ntodo, dtodo, dset;
1346 struct perturbations *ret;
1349 * Make a list of all the squares in the grid which we can
1350 * possibly use. This list should be in preference order, which
1353 * - first, unknown squares on the boundary of known space
1354 * - next, unknown squares beyond that boundary
1355 * - as a very last resort, known squares, but not within one
1356 * square of the starting position.
1358 * Each of these sections needs to be shuffled independently.
1359 * We do this by preparing list of all squares and then sorting
1360 * it with a random secondary key.
1362 sqlist = snewn(ctx->w * ctx->h, struct square);
1364 for (y = 0; y < ctx->h; y++)
1365 for (x = 0; x < ctx->w; x++) {
1367 * If this square is too near the starting position,
1368 * don't put it on the list at all.
1370 if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
1374 * If this square is in the input set, also don't put
1377 if (x >= setx && x < setx + 3 &&
1378 y >= sety && y < sety + 3 &&
1379 mask & (1 << ((y-sety)*3+(x-setx))))
1385 if (grid[y*ctx->w+x] != -2) {
1386 sqlist[n].type = 3; /* known square */
1389 * Unknown square. Examine everything around it and
1390 * see if it borders on any known squares. If it
1391 * does, it's class 1, otherwise it's 2.
1396 for (dy = -1; dy <= +1; dy++)
1397 for (dx = -1; dx <= +1; dx++)
1398 if (x+dx >= 0 && x+dx < ctx->w &&
1399 y+dy >= 0 && y+dy < ctx->h &&
1400 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1407 * Finally, a random number to cause qsort to
1408 * shuffle within each group.
1410 sqlist[n].random = random_bits(ctx->rs, 31);
1415 qsort(sqlist, n, sizeof(struct square), squarecmp);
1418 * Now count up the number of full and empty squares in the set
1419 * we've been provided.
1422 for (dy = 0; dy < 3; dy++)
1423 for (dx = 0; dx < 3; dx++)
1424 if (mask & (1 << (dy*3+dx))) {
1425 assert(setx+dx <= ctx->w);
1426 assert(sety+dy <= ctx->h);
1427 if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
1434 * Now go through our sorted list until we find either `nfull'
1435 * empty squares, or `nempty' full squares; these will be
1436 * swapped with the appropriate squares in the set to either
1437 * fill or empty the set while keeping the same number of mines
1440 ntofill = ntoempty = 0;
1441 for (i = 0; i < n; i++) {
1442 struct square *sq = &sqlist[i];
1443 if (ctx->grid[sq->y * ctx->w + sq->x])
1444 toempty[ntoempty++] = sq;
1446 tofill[ntofill++] = sq;
1447 if (ntofill == nfull || ntoempty == nempty)
1452 * If this didn't work at all, I think we just give up.
1454 if (ntofill != nfull && ntoempty != nempty) {
1460 * Now we're pretty much there. We need to either
1461 * (a) put a mine in each of the empty squares in the set, and
1462 * take one out of each square in `toempty'
1463 * (b) take a mine out of each of the full squares in the set,
1464 * and put one in each square in `tofill'
1465 * depending on which one we've found enough squares to do.
1467 * So we start by constructing our list of changes to return to
1468 * the solver, so that it can update its data structures
1469 * efficiently rather than having to rescan the whole grid.
1471 ret = snew(struct perturbations);
1472 if (ntofill == nfull) {
1484 ret->changes = snewn(ret->n, struct perturbation);
1485 for (i = 0; i < ntodo; i++) {
1486 ret->changes[i].x = todo[i]->x;
1487 ret->changes[i].y = todo[i]->y;
1488 ret->changes[i].delta = dtodo;
1490 /* now i == ntodo */
1491 for (dy = 0; dy < 3; dy++)
1492 for (dx = 0; dx < 3; dx++)
1493 if (mask & (1 << (dy*3+dx))) {
1494 int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
1495 if (dset == -currval) {
1496 ret->changes[i].x = setx + dx;
1497 ret->changes[i].y = sety + dy;
1498 ret->changes[i].delta = dset;
1502 assert(i == ret->n);
1507 * Having set up the precise list of changes we're going to
1508 * make, we now simply make them and return.
1510 for (i = 0; i < ret->n; i++) {
1513 x = ret->changes[i].x;
1514 y = ret->changes[i].y;
1515 delta = ret->changes[i].delta;
1518 * Check we're not trying to add an existing mine or remove
1521 assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
1524 * Actually make the change.
1526 ctx->grid[y*ctx->w+x] = (delta > 0);
1529 * Update any numbers already present in the grid.
1531 for (dy = -1; dy <= +1; dy++)
1532 for (dx = -1; dx <= +1; dx++)
1533 if (x+dx >= 0 && x+dx < ctx->w &&
1534 y+dy >= 0 && y+dy < ctx->h &&
1535 grid[(y+dy)*ctx->w+(x+dx)] != -2) {
1536 if (dx == 0 && dy == 0) {
1538 * The square itself is marked as known in
1539 * the grid. Mark it as a mine if it's a
1540 * mine, or else work out its number.
1543 grid[y*ctx->w+x] = -1;
1545 int dx2, dy2, minecount = 0;
1546 for (dy2 = -1; dy2 <= +1; dy2++)
1547 for (dx2 = -1; dx2 <= +1; dx2++)
1548 if (x+dx2 >= 0 && x+dx2 < ctx->w &&
1549 y+dy2 >= 0 && y+dy2 < ctx->h &&
1550 ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
1552 grid[y*ctx->w+x] = minecount;
1555 if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
1556 grid[(y+dy)*ctx->w+(x+dx)] += delta;
1561 #ifdef GENERATION_DIAGNOSTICS
1564 printf("grid after perturbing:\n");
1565 for (yy = 0; yy < ctx->h; yy++) {
1566 for (xx = 0; xx < ctx->w; xx++) {
1567 int v = ctx->grid[yy*ctx->w+xx];
1568 if (yy == ctx->sy && xx == ctx->sx) {
1586 static char *minegen(int w, int h, int n, int x, int y, int unique,
1589 char *ret = snewn(w*h, char);
1595 memset(ret, 0, w*h);
1598 * Start by placing n mines, none of which is at x,y or within
1602 int *tmp = snewn(w*h, int);
1606 * Write down the list of possible mine locations.
1609 for (i = 0; i < h; i++)
1610 for (j = 0; j < w; j++)
1611 if (abs(i - y) > 1 || abs(j - x) > 1)
1615 * Now pick n off the list at random.
1619 i = random_upto(rs, k);
1627 #ifdef GENERATION_DIAGNOSTICS
1630 printf("grid after initial generation:\n");
1631 for (yy = 0; yy < h; yy++) {
1632 for (xx = 0; xx < w; xx++) {
1633 int v = ret[yy*w+xx];
1634 if (yy == y && xx == x) {
1650 * Now set up a results grid to run the solver in, and a
1651 * context for the solver to open squares. Then run the solver
1652 * repeatedly; if the number of perturb steps ever goes up or
1653 * it ever returns -1, give up completely.
1655 * We bypass this bit if we're not after a unique grid.
1658 char *solvegrid = snewn(w*h, char);
1659 struct minectx actx, *ctx = &actx;
1660 int solveret, prevret = -2;
1670 memset(solvegrid, -2, w*h);
1671 solvegrid[y*w+x] = mineopen(ctx, x, y);
1672 assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
1675 minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
1676 if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
1679 } else if (solveret == 0) {
1696 * The Mines game descriptions contain the location of every mine,
1697 * and can therefore be used to cheat.
1699 * It would be pointless to attempt to _prevent_ this form of
1700 * cheating by encrypting the description, since Mines is
1701 * open-source so anyone can find out the encryption key. However,
1702 * I think it is worth doing a bit of gentle obfuscation to prevent
1703 * _accidental_ spoilers: if you happened to note that the game ID
1704 * starts with an F, for example, you might be unable to put the
1705 * knowledge of those mines out of your mind while playing. So,
1706 * just as discussions of film endings are rot13ed to avoid
1707 * spoiling it for people who don't want to be told, we apply a
1708 * keyless, reversible, but visually completely obfuscatory masking
1709 * function to the mine bitmap.
1711 static void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
1713 int bytes, firsthalf, secondhalf;
1715 unsigned char *seedstart;
1717 unsigned char *targetstart;
1723 * My obfuscation algorithm is similar in concept to the OAEP
1724 * encoding used in some forms of RSA. Here's a specification
1727 * + We have a `masking function' which constructs a stream of
1728 * pseudorandom bytes from a seed of some number of input
1731 * + We pad out our input bit stream to a whole number of
1732 * bytes by adding up to 7 zero bits on the end. (In fact
1733 * the bitmap passed as input to this function will already
1734 * have had this done in practice.)
1736 * + We divide the _byte_ stream exactly in half, rounding the
1737 * half-way position _down_. So an 81-bit input string, for
1738 * example, rounds up to 88 bits or 11 bytes, and then
1739 * dividing by two gives 5 bytes in the first half and 6 in
1742 * + We generate a mask from the second half of the bytes, and
1743 * XOR it over the first half.
1745 * + We generate a mask from the (encoded) first half of the
1746 * bytes, and XOR it over the second half. Any null bits at
1747 * the end which were added as padding are cleared back to
1748 * zero even if this operation would have made them nonzero.
1750 * To de-obfuscate, the steps are precisely the same except
1751 * that the final two are reversed.
1753 * Finally, our masking function. Given an input seed string of
1754 * bytes, the output mask consists of concatenating the SHA-1
1755 * hashes of the seed string and successive decimal integers,
1759 bytes = (bits + 7) / 8;
1760 firsthalf = bytes / 2;
1761 secondhalf = bytes - firsthalf;
1763 steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
1764 steps[decode ? 1 : 0].seedlen = secondhalf;
1765 steps[decode ? 1 : 0].targetstart = bmp;
1766 steps[decode ? 1 : 0].targetlen = firsthalf;
1768 steps[decode ? 0 : 1].seedstart = bmp;
1769 steps[decode ? 0 : 1].seedlen = firsthalf;
1770 steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
1771 steps[decode ? 0 : 1].targetlen = secondhalf;
1773 for (i = 0; i < 2; i++) {
1774 SHA_State base, final;
1775 unsigned char digest[20];
1777 int digestpos = 20, counter = 0;
1780 SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
1782 for (j = 0; j < steps[i].targetlen; j++) {
1783 if (digestpos >= 20) {
1784 sprintf(numberbuf, "%d", counter++);
1786 SHA_Bytes(&final, numberbuf, strlen(numberbuf));
1787 SHA_Final(&final, digest);
1790 steps[i].targetstart[j] ^= digest[digestpos]++;
1794 * Mask off the pad bits in the final byte after both steps.
1797 bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
1801 static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
1802 random_state *rs, char **game_desc)
1804 char *grid, *ret, *p;
1808 grid = minegen(w, h, n, x, y, unique, rs);
1812 * Set up the mine bitmap and obfuscate it.
1815 bmp = snewn((area + 7) / 8, unsigned char);
1816 memset(bmp, 0, (area + 7) / 8);
1817 for (i = 0; i < area; i++) {
1819 bmp[i / 8] |= 0x80 >> (i % 8);
1821 obfuscate_bitmap(bmp, area, FALSE);
1824 * Now encode the resulting bitmap in hex. We can work to
1825 * nibble rather than byte granularity, since the obfuscation
1826 * function guarantees to return a bit string of the same
1827 * length as its input.
1829 ret = snewn((area+3)/4 + 100, char);
1830 p = ret + sprintf(ret, "%d,%d,m", x, y); /* 'm' == masked */
1831 for (i = 0; i < (area+3)/4; i++) {
1835 *p++ = "0123456789abcdef"[v & 0xF];
1847 static char *new_game_desc(game_params *params, random_state *rs,
1848 game_aux_info **aux)
1851 int x = random_upto(rs, params->w);
1852 int y = random_upto(rs, params->h);
1855 grid = new_mine_layout(params->w, params->h, params->n,
1856 x, y, params->unique, rs);
1858 char *rsdesc, *desc;
1860 rsdesc = random_state_encode(rs);
1861 desc = snewn(strlen(rsdesc) + 100, char);
1862 sprintf(desc, "r%d,%c,%s", params->n, params->unique ? 'u' : 'a', rsdesc);
1868 static void game_free_aux_info(game_aux_info *aux)
1870 assert(!"Shouldn't happen");
1873 static char *validate_desc(game_params *params, char *desc)
1875 int wh = params->w * params->h;
1879 if (!*desc || !isdigit((unsigned char)*desc))
1880 return "No initial mine count in game description";
1881 while (*desc && isdigit((unsigned char)*desc))
1882 desc++; /* skip over mine count */
1884 return "No ',' after initial x-coordinate in game description";
1886 if (*desc != 'u' && *desc != 'a')
1887 return "No uniqueness specifier in game description";
1890 return "No ',' after uniqueness specifier in game description";
1891 /* now ignore the rest */
1893 if (!*desc || !isdigit((unsigned char)*desc))
1894 return "No initial x-coordinate in game description";
1896 if (x < 0 || x >= params->w)
1897 return "Initial x-coordinate was out of range";
1898 while (*desc && isdigit((unsigned char)*desc))
1899 desc++; /* skip over x coordinate */
1901 return "No ',' after initial x-coordinate in game description";
1902 desc++; /* eat comma */
1903 if (!*desc || !isdigit((unsigned char)*desc))
1904 return "No initial y-coordinate in game description";
1906 if (y < 0 || y >= params->h)
1907 return "Initial y-coordinate was out of range";
1908 while (*desc && isdigit((unsigned char)*desc))
1909 desc++; /* skip over y coordinate */
1911 return "No ',' after initial y-coordinate in game description";
1912 desc++; /* eat comma */
1913 /* eat `m', meaning `masked', if present */
1916 /* now just check length of remainder */
1917 if (strlen(desc) != (wh+3)/4)
1918 return "Game description is wrong length";
1924 static int open_square(game_state *state, int x, int y)
1926 int w = state->w, h = state->h;
1927 int xx, yy, nmines, ncovered;
1929 if (!state->layout->mines) {
1931 * We have a preliminary game in which the mine layout
1932 * hasn't been generated yet. Generate it based on the
1933 * initial click location.
1936 state->layout->mines = new_mine_layout(w, h, state->layout->n,
1937 x, y, state->layout->unique,
1940 midend_supersede_game_desc(state->layout->me, desc);
1942 random_free(state->layout->rs);
1943 state->layout->rs = NULL;
1946 if (state->layout->mines[y*w+x]) {
1948 * The player has landed on a mine. Bad luck. Expose all
1952 for (yy = 0; yy < h; yy++)
1953 for (xx = 0; xx < w; xx++) {
1954 if (state->layout->mines[yy*w+xx] &&
1955 (state->grid[yy*w+xx] == -2 ||
1956 state->grid[yy*w+xx] == -3)) {
1957 state->grid[yy*w+xx] = 64;
1959 if (!state->layout->mines[yy*w+xx] &&
1960 state->grid[yy*w+xx] == -1) {
1961 state->grid[yy*w+xx] = 66;
1964 state->grid[y*w+x] = 65;
1969 * Otherwise, the player has opened a safe square. Mark it to-do.
1971 state->grid[y*w+x] = -10; /* `todo' value internal to this func */
1974 * Now go through the grid finding all `todo' values and
1975 * opening them. Every time one of them turns out to have no
1976 * neighbouring mines, we add all its unopened neighbours to
1979 * FIXME: We really ought to be able to do this better than
1980 * using repeated N^2 scans of the grid.
1983 int done_something = FALSE;
1985 for (yy = 0; yy < h; yy++)
1986 for (xx = 0; xx < w; xx++)
1987 if (state->grid[yy*w+xx] == -10) {
1990 assert(!state->layout->mines[yy*w+xx]);
1994 for (dx = -1; dx <= +1; dx++)
1995 for (dy = -1; dy <= +1; dy++)
1996 if (xx+dx >= 0 && xx+dx < state->w &&
1997 yy+dy >= 0 && yy+dy < state->h &&
1998 state->layout->mines[(yy+dy)*w+(xx+dx)])
2001 state->grid[yy*w+xx] = v;
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->grid[(yy+dy)*w+(xx+dx)] == -2)
2009 state->grid[(yy+dy)*w+(xx+dx)] = -10;
2012 done_something = TRUE;
2015 if (!done_something)
2020 * Finally, scan the grid and see if exactly as many squares
2021 * are still covered as there are mines. If so, set the `won'
2022 * flag and fill in mine markers on all covered squares.
2024 nmines = ncovered = 0;
2025 for (yy = 0; yy < h; yy++)
2026 for (xx = 0; xx < w; xx++) {
2027 if (state->grid[yy*w+xx] < 0)
2029 if (state->layout->mines[yy*w+xx])
2032 assert(ncovered >= nmines);
2033 if (ncovered == nmines) {
2034 for (yy = 0; yy < h; yy++)
2035 for (xx = 0; xx < w; xx++) {
2036 if (state->grid[yy*w+xx] < 0)
2037 state->grid[yy*w+xx] = -1;
2045 static game_state *new_game(midend_data *me, game_params *params, char *desc)
2047 game_state *state = snew(game_state);
2048 int i, wh, x, y, ret, masked;
2051 state->w = params->w;
2052 state->h = params->h;
2053 state->n = params->n;
2054 state->dead = state->won = FALSE;
2056 wh = state->w * state->h;
2058 state->layout = snew(struct mine_layout);
2059 state->layout->refcount = 1;
2061 state->grid = snewn(wh, char);
2062 memset(state->grid, -2, wh);
2066 state->layout->n = atoi(desc);
2067 while (*desc && isdigit((unsigned char)*desc))
2068 desc++; /* skip over mine count */
2069 if (*desc) desc++; /* eat comma */
2071 state->layout->unique = FALSE;
2073 state->layout->unique = TRUE;
2075 if (*desc) desc++; /* eat comma */
2077 state->layout->mines = NULL;
2078 state->layout->rs = random_state_decode(desc);
2079 state->layout->me = me;
2083 state->layout->mines = snewn(wh, char);
2085 while (*desc && isdigit((unsigned char)*desc))
2086 desc++; /* skip over x coordinate */
2087 if (*desc) desc++; /* eat comma */
2089 while (*desc && isdigit((unsigned char)*desc))
2090 desc++; /* skip over y coordinate */
2091 if (*desc) desc++; /* eat comma */
2098 * We permit game IDs to be entered by hand without the
2099 * masking transformation.
2104 bmp = snewn((wh + 7) / 8, unsigned char);
2105 memset(bmp, 0, (wh + 7) / 8);
2106 for (i = 0; i < (wh+3)/4; i++) {
2110 assert(c != 0); /* validate_desc should have caught */
2111 if (c >= '0' && c <= '9')
2113 else if (c >= 'a' && c <= 'f')
2115 else if (c >= 'A' && c <= 'F')
2120 bmp[i / 2] |= v << (4 * (1 - (i % 2)));
2124 obfuscate_bitmap(bmp, wh, TRUE);
2126 memset(state->layout->mines, 0, wh);
2127 for (i = 0; i < wh; i++) {
2128 if (bmp[i / 8] & (0x80 >> (i % 8)))
2129 state->layout->mines[i] = 1;
2132 ret = open_square(state, x, y);
2138 static game_state *dup_game(game_state *state)
2140 game_state *ret = snew(game_state);
2145 ret->dead = state->dead;
2146 ret->won = state->won;
2147 ret->layout = state->layout;
2148 ret->layout->refcount++;
2149 ret->grid = snewn(ret->w * ret->h, char);
2150 memcpy(ret->grid, state->grid, ret->w * ret->h);
2155 static void free_game(game_state *state)
2157 if (--state->layout->refcount <= 0) {
2158 sfree(state->layout->mines);
2159 if (state->layout->rs)
2160 random_free(state->layout->rs);
2161 sfree(state->layout);
2167 static game_state *solve_game(game_state *state, game_aux_info *aux,
2173 static char *game_text_format(game_state *state)
2179 int hx, hy, hradius; /* for mouse-down highlights */
2183 static game_ui *new_ui(game_state *state)
2185 game_ui *ui = snew(game_ui);
2186 ui->hx = ui->hy = -1;
2188 ui->flash_is_death = FALSE; /* *shrug* */
2192 static void free_ui(game_ui *ui)
2197 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
2203 if (from->dead || from->won)
2204 return NULL; /* no further moves permitted */
2206 if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
2207 !IS_MOUSE_RELEASE(button))
2212 if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
2215 if (button == LEFT_BUTTON || button == LEFT_DRAG) {
2217 * Mouse-downs and mouse-drags just cause highlighting
2222 ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
2226 if (button == RIGHT_BUTTON) {
2228 * Right-clicking only works on a covered square, and it
2229 * toggles between -1 (marked as mine) and -2 (not marked
2232 * FIXME: question marks.
2234 if (from->grid[cy * from->w + cx] != -2 &&
2235 from->grid[cy * from->w + cx] != -1)
2238 ret = dup_game(from);
2239 ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
2244 if (button == LEFT_RELEASE) {
2245 ui->hx = ui->hy = -1;
2249 * At this stage we must never return NULL: we have adjusted
2250 * the ui, so at worst we return `from'.
2254 * Left-clicking on a covered square opens a tile. Not
2255 * permitted if the tile is marked as a mine, for safety.
2256 * (Unmark it and _then_ open it.)
2258 if (from->grid[cy * from->w + cx] == -2 ||
2259 from->grid[cy * from->w + cx] == -3) {
2260 ret = dup_game(from);
2261 open_square(ret, cx, cy);
2266 * Left-clicking on an uncovered tile: first we check to see if
2267 * the number of mine markers surrounding the tile is equal to
2268 * its mine count, and if so then we open all other surrounding
2271 if (from->grid[cy * from->w + cx] > 0) {
2274 /* Count mine markers. */
2276 for (dy = -1; dy <= +1; dy++)
2277 for (dx = -1; dx <= +1; dx++)
2278 if (cx+dx >= 0 && cx+dx < from->w &&
2279 cy+dy >= 0 && cy+dy < from->h) {
2280 if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
2284 if (n == from->grid[cy * from->w + cx]) {
2285 ret = dup_game(from);
2286 for (dy = -1; dy <= +1; dy++)
2287 for (dx = -1; dx <= +1; dx++)
2288 if (cx+dx >= 0 && cx+dx < ret->w &&
2289 cy+dy >= 0 && cy+dy < ret->h &&
2290 (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
2291 ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
2292 open_square(ret, cx+dx, cy+dy);
2303 /* ----------------------------------------------------------------------
2307 struct game_drawstate {
2311 * Items in this `grid' array have all the same values as in
2312 * the game_state grid, and in addition:
2314 * - -10 means the tile was drawn `specially' as a result of a
2315 * flash, so it will always need redrawing.
2317 * - -22 and -23 mean the tile is highlighted for a possible
2322 static void game_size(game_params *params, int *x, int *y)
2324 *x = BORDER * 2 + TILE_SIZE * params->w;
2325 *y = BORDER * 2 + TILE_SIZE * params->h;
2328 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2330 float *ret = snewn(3 * NCOLOURS, float);
2332 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2334 ret[COL_1 * 3 + 0] = 0.0F;
2335 ret[COL_1 * 3 + 1] = 0.0F;
2336 ret[COL_1 * 3 + 2] = 1.0F;
2338 ret[COL_2 * 3 + 0] = 0.0F;
2339 ret[COL_2 * 3 + 1] = 0.5F;
2340 ret[COL_2 * 3 + 2] = 0.0F;
2342 ret[COL_3 * 3 + 0] = 1.0F;
2343 ret[COL_3 * 3 + 1] = 0.0F;
2344 ret[COL_3 * 3 + 2] = 0.0F;
2346 ret[COL_4 * 3 + 0] = 0.0F;
2347 ret[COL_4 * 3 + 1] = 0.0F;
2348 ret[COL_4 * 3 + 2] = 0.5F;
2350 ret[COL_5 * 3 + 0] = 0.5F;
2351 ret[COL_5 * 3 + 1] = 0.0F;
2352 ret[COL_5 * 3 + 2] = 0.0F;
2354 ret[COL_6 * 3 + 0] = 0.0F;
2355 ret[COL_6 * 3 + 1] = 0.5F;
2356 ret[COL_6 * 3 + 2] = 0.5F;
2358 ret[COL_7 * 3 + 0] = 0.0F;
2359 ret[COL_7 * 3 + 1] = 0.0F;
2360 ret[COL_7 * 3 + 2] = 0.0F;
2362 ret[COL_8 * 3 + 0] = 0.5F;
2363 ret[COL_8 * 3 + 1] = 0.5F;
2364 ret[COL_8 * 3 + 2] = 0.5F;
2366 ret[COL_MINE * 3 + 0] = 0.0F;
2367 ret[COL_MINE * 3 + 1] = 0.0F;
2368 ret[COL_MINE * 3 + 2] = 0.0F;
2370 ret[COL_BANG * 3 + 0] = 1.0F;
2371 ret[COL_BANG * 3 + 1] = 0.0F;
2372 ret[COL_BANG * 3 + 2] = 0.0F;
2374 ret[COL_CROSS * 3 + 0] = 1.0F;
2375 ret[COL_CROSS * 3 + 1] = 0.0F;
2376 ret[COL_CROSS * 3 + 2] = 0.0F;
2378 ret[COL_FLAG * 3 + 0] = 1.0F;
2379 ret[COL_FLAG * 3 + 1] = 0.0F;
2380 ret[COL_FLAG * 3 + 2] = 0.0F;
2382 ret[COL_FLAGBASE * 3 + 0] = 0.0F;
2383 ret[COL_FLAGBASE * 3 + 1] = 0.0F;
2384 ret[COL_FLAGBASE * 3 + 2] = 0.0F;
2386 ret[COL_QUERY * 3 + 0] = 0.0F;
2387 ret[COL_QUERY * 3 + 1] = 0.0F;
2388 ret[COL_QUERY * 3 + 2] = 0.0F;
2390 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2391 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2392 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2394 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
2395 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
2396 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
2398 *ncolours = NCOLOURS;
2402 static game_drawstate *game_new_drawstate(game_state *state)
2404 struct game_drawstate *ds = snew(struct game_drawstate);
2408 ds->started = FALSE;
2409 ds->grid = snewn(ds->w * ds->h, char);
2411 memset(ds->grid, -99, ds->w * ds->h);
2416 static void game_free_drawstate(game_drawstate *ds)
2422 static void draw_tile(frontend *fe, int x, int y, int v, int bg)
2428 if (v == -22 || v == -23) {
2432 * Omit the highlights in this case.
2434 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, bg);
2435 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2436 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2439 * Draw highlights to indicate the square is covered.
2441 coords[0] = x + TILE_SIZE - 1;
2442 coords[1] = y + TILE_SIZE - 1;
2443 coords[2] = x + TILE_SIZE - 1;
2446 coords[5] = y + TILE_SIZE - 1;
2447 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT ^ hl);
2448 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT ^ hl);
2452 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT ^ hl);
2453 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT ^ hl);
2455 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
2456 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
2464 #define SETCOORD(n, dx, dy) do { \
2465 coords[(n)*2+0] = x + TILE_SIZE * (dx); \
2466 coords[(n)*2+1] = y + TILE_SIZE * (dy); \
2468 SETCOORD(0, 0.6, 0.35);
2469 SETCOORD(1, 0.6, 0.7);
2470 SETCOORD(2, 0.8, 0.8);
2471 SETCOORD(3, 0.25, 0.8);
2472 SETCOORD(4, 0.55, 0.7);
2473 SETCOORD(5, 0.55, 0.35);
2474 draw_polygon(fe, coords, 6, TRUE, COL_FLAGBASE);
2475 draw_polygon(fe, coords, 6, FALSE, COL_FLAGBASE);
2477 SETCOORD(0, 0.6, 0.2);
2478 SETCOORD(1, 0.6, 0.5);
2479 SETCOORD(2, 0.2, 0.35);
2480 draw_polygon(fe, coords, 3, TRUE, COL_FLAG);
2481 draw_polygon(fe, coords, 3, FALSE, COL_FLAG);
2484 } else if (v == -3) {
2486 * Draw a question mark.
2488 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2489 FONT_VARIABLE, TILE_SIZE * 6 / 8,
2490 ALIGN_VCENTRE | ALIGN_HCENTRE,
2495 * Clear the square to the background colour, and draw thin
2496 * grid lines along the top and left.
2498 * Exception is that for value 65 (mine we've just trodden
2499 * on), we clear the square to COL_BANG.
2501 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
2502 (v == 65 ? COL_BANG : bg));
2503 draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
2504 draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
2506 if (v > 0 && v <= 8) {
2513 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2514 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2515 ALIGN_VCENTRE | ALIGN_HCENTRE,
2516 (COL_1 - 1) + v, str);
2518 } else if (v >= 64) {
2522 * FIXME: this could be done better!
2525 draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
2526 FONT_VARIABLE, TILE_SIZE * 7 / 8,
2527 ALIGN_VCENTRE | ALIGN_HCENTRE,
2531 int cx = x + TILE_SIZE / 2;
2532 int cy = y + TILE_SIZE / 2;
2533 int r = TILE_SIZE / 2 - 3;
2535 int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
2538 for (i = 0; i < 4*5*2; i += 5*2) {
2539 coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
2540 coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
2541 coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
2542 coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
2543 coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
2544 coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
2545 coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
2546 coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
2547 coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
2548 coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
2558 draw_polygon(fe, coords, 5*4, TRUE, COL_MINE);
2559 draw_polygon(fe, coords, 5*4, FALSE, COL_MINE);
2561 draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
2567 * Cross through the mine.
2570 for (dx = -1; dx <= +1; dx++) {
2571 draw_line(fe, x + 3 + dx, y + 2,
2572 x + TILE_SIZE - 3 + dx,
2573 y + TILE_SIZE - 2, COL_CROSS);
2574 draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
2575 x + 3 + dx, y + TILE_SIZE - 2,
2582 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
2585 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2586 game_state *state, int dir, game_ui *ui,
2587 float animtime, float flashtime)
2590 int mines, markers, bg;
2593 int frame = (flashtime / FLASH_FRAME);
2595 bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
2597 bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
2599 bg = COL_BACKGROUND;
2605 TILE_SIZE * state->w + 2 * BORDER,
2606 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
2607 draw_update(fe, 0, 0,
2608 TILE_SIZE * state->w + 2 * BORDER,
2609 TILE_SIZE * state->h + 2 * BORDER);
2612 * Recessed area containing the whole puzzle.
2614 coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2615 coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2616 coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
2617 coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2618 coords[4] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2619 coords[5] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
2620 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
2621 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
2623 coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2624 coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
2625 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
2626 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
2632 * Now draw the tiles. Also in this loop, count up the number
2633 * of mines and mine markers.
2635 mines = markers = 0;
2636 for (y = 0; y < ds->h; y++)
2637 for (x = 0; x < ds->w; x++) {
2638 int v = state->grid[y*ds->w+x];
2642 if (state->layout->mines && state->layout->mines[y*ds->w+x])
2645 if ((v == -2 || v == -3) &&
2646 (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
2649 if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
2650 draw_tile(fe, COORD(x), COORD(y), v, bg);
2651 ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
2655 if (!state->layout->mines)
2656 mines = state->layout->n;
2659 * Update the status bar.
2662 char statusbar[512];
2664 sprintf(statusbar, "GAME OVER!");
2665 } else if (state->won) {
2666 sprintf(statusbar, "COMPLETED!");
2668 sprintf(statusbar, "Mines marked: %d / %d", markers, mines);
2670 status_bar(fe, statusbar);
2674 static float game_anim_length(game_state *oldstate, game_state *newstate,
2675 int dir, game_ui *ui)
2680 static float game_flash_length(game_state *oldstate, game_state *newstate,
2681 int dir, game_ui *ui)
2683 if (dir > 0 && !oldstate->dead && !oldstate->won) {
2684 if (newstate->dead) {
2685 ui->flash_is_death = TRUE;
2686 return 3 * FLASH_FRAME;
2688 if (newstate->won) {
2689 ui->flash_is_death = FALSE;
2690 return 2 * FLASH_FRAME;
2696 static int game_wants_statusbar(void)
2701 static int game_timing_state(game_state *state)
2703 if (state->dead || state->won || !state->layout->mines)
2709 #define thegame mines
2712 const struct game thegame = {
2713 "Mines", "games.mines",
2720 TRUE, game_configure, custom_params,
2729 FALSE, game_text_format,
2736 game_free_drawstate,
2740 game_wants_statusbar,
2741 TRUE, game_timing_state,