chiark / gitweb /
Tents: mark squares as non-tents with {Shift,Control}-cursor keys.
[sgt-puzzles.git] / mines.c
diff --git a/mines.c b/mines.c
index b70167eae7891596b7be52515244829fc2d4b4e3..da4428c7eb400620cf3ea114e598935b4a82d4ab 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -22,12 +22,18 @@ enum {
     COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8,
     COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
     COL_HIGHLIGHT, COL_LOWLIGHT,
+    COL_WRONGNUMBER,
+    COL_CURSOR,
     NCOLOURS
 };
 
 #define PREFERRED_TILE_SIZE 20
 #define TILE_SIZE (ds->tilesize)
+#ifdef SMALL_SCREEN
+#define BORDER 8
+#else
 #define BORDER (TILE_SIZE * 3 / 2)
+#endif
 #define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
 #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
 #define COORD(x)  ( (x) * TILE_SIZE + BORDER )
@@ -53,12 +59,12 @@ struct mine_layout {
      */
     int n, unique;
     random_state *rs;
-    midend_data *me;                  /* to give back the new game desc */
+    midend *me;                       /* to give back the new game desc */
 };
 
 struct game_state {
     int w, h, n, dead, won;
-    int used_solve, just_used_solve;
+    int used_solve;
     struct mine_layout *layout;               /* real mine positions */
     signed char *grid;                        /* player knowledge */
     /*
@@ -101,8 +107,10 @@ static const struct game_params mines_presets[] = {
   {9, 9, 35, TRUE},
   {16, 16, 40, TRUE},
   {16, 16, 99, TRUE},
+#ifndef SMALL_SCREEN
   {30, 16, 99, TRUE},
   {30, 16, 170, TRUE},
+#endif
 };
 
 static int game_fetch_preset(int i, char **name, game_params **params)
@@ -128,7 +136,7 @@ static void free_params(game_params *params)
     sfree(params);
 }
 
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
 {
     game_params *ret = snew(game_params);
     *ret = *params;                   /* structure copy */
@@ -165,7 +173,7 @@ static void decode_params(game_params *params, char const *string)
     }
 }
 
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
 {
     char ret[400];
     int len;
@@ -185,7 +193,7 @@ static char *encode_params(game_params *params, int full)
     return dupstr(ret);
 }
 
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
 {
     config_item *ret;
     char buf[80];
@@ -223,7 +231,7 @@ static config_item *game_configure(game_params *params)
     return ret;
 }
 
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
 {
     game_params *ret = snew(game_params);
 
@@ -237,7 +245,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
 {
     /*
      * Lower limit on grid size: each dimension must be at least 3.
@@ -253,7 +261,7 @@ static char *validate_params(game_params *params)
      * _have_ to have a gap somewhere which you can't determine the
      * position of.
      */
-    if (params->w <= 2 || params->h <= 2)
+    if (full && params->unique && (params->w <= 2 || params->h <= 2))
        return "Width and height must both be greater than two";
     if (params->n > params->w * params->h - 9)
        return "Too many mines for grid size";
@@ -275,14 +283,16 @@ static char *validate_params(game_params *params)
 /*
  * Count the bits in a word. Only needs to cope with 16 bits.
  */
-static int bitcount16(int word)
+static int bitcount16(int inword)
 {
+    unsigned int word = inword;
+
     word = ((word & 0xAAAA) >> 1) + (word & 0x5555);
     word = ((word & 0xCCCC) >> 2) + (word & 0x3333);
     word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F);
     word = ((word & 0xFF00) >> 8) + (word & 0x00FF);
 
-    return word;
+    return (int)word;
 }
 
 /*
@@ -1945,7 +1955,7 @@ static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
     return grid;
 }
 
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
                           char **aux, int interactive)
 {
     /*
@@ -1984,7 +1994,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
     }
 }
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int wh = params->w * params->h;
     int x, y;
@@ -2157,17 +2167,18 @@ static int open_square(game_state *state, int x, int y)
     return 0;
 }
 
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+                            const char *desc)
 {
     game_state *state = snew(game_state);
-    int i, wh, x, y, ret, masked;
+    int i, wh, x, y, masked;
     unsigned char *bmp;
 
     state->w = params->w;
     state->h = params->h;
     state->n = params->n;
     state->dead = state->won = FALSE;
-    state->used_solve = state->just_used_solve = FALSE;
+    state->used_solve = FALSE;
 
     wh = state->w * state->h;
 
@@ -2255,14 +2266,14 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
        }
 
        if (x >= 0 && y >= 0)
-           ret = open_square(state, x, y);
+           open_square(state, x, y);
         sfree(bmp);
     }
 
     return state;
 }
 
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -2272,7 +2283,6 @@ static game_state *dup_game(game_state *state)
     ret->dead = state->dead;
     ret->won = state->won;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
     ret->layout = state->layout;
     ret->layout->refcount++;
     ret->grid = snewn(ret->w * ret->h, signed char);
@@ -2293,8 +2303,8 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static char *solve_game(game_state *state, game_state *currstate,
-                       char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *aux, char **error)
 {
     if (!state->layout->mines) {
        *error = "Game has not been started yet";
@@ -2304,7 +2314,12 @@ static char *solve_game(game_state *state, game_state *currstate,
     return dupstr("S");
 }
 
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+    return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
 {
     char *ret;
     int x, y;
@@ -2334,17 +2349,21 @@ static char *game_text_format(game_state *state)
 
 struct game_ui {
     int hx, hy, hradius;              /* for mouse-down highlights */
+    int validradius;
     int flash_is_death;
-    int deaths;
+    int deaths, completed;
+    int cur_x, cur_y, cur_visible;
 };
 
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
 {
     game_ui *ui = snew(game_ui);
     ui->hx = ui->hy = -1;
-    ui->hradius = 0;
+    ui->hradius = ui->validradius = 0;
     ui->deaths = 0;
+    ui->completed = FALSE;
     ui->flash_is_death = FALSE;               /* *shrug* */
+    ui->cur_x = ui->cur_y = ui->cur_visible = 0;
     return ui;
 }
 
@@ -2353,28 +2372,36 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
 {
     char buf[80];
     /*
-     * The deaths counter needs preserving across a serialisation.
+     * The deaths counter and completion status need preserving
+     * across a serialisation.
      */
     sprintf(buf, "D%d", ui->deaths);
+    if (ui->completed)
+       strcat(buf, "C");
     return dupstr(buf);
 }
 
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
 {
-    sscanf(encoding, "D%d", &ui->deaths);
+    int p= 0;
+    sscanf(encoding, "D%d%n", &ui->deaths, &p);
+    if (encoding[p] == 'C')
+       ui->completed = TRUE;
 }
 
-static void game_changed_state(game_ui *ui, game_state *oldstate,
-                               game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+                               const game_state *newstate)
 {
+    if (newstate->won)
+       ui->completed = TRUE;
 }
 
 struct game_drawstate {
-    int w, h, started, tilesize;
+    int w, h, started, tilesize, bg;
     signed char *grid;
     /*
      * Items in this `grid' array have all the same values as in
@@ -2386,10 +2413,12 @@ struct game_drawstate {
      *         - -22 and -23 mean the tile is highlighted for a possible
      *           click.
      */
+    int cur_x, cur_y; /* -1, -1 for no cursor displayed. */
 };
 
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
-                           int x, int y, int button)
+static char *interpret_move(const game_state *from, game_ui *ui,
+                            const game_drawstate *ds,
+                            int x, int y, int button)
 {
     int cx, cy;
     char buf[256];
@@ -2397,13 +2426,42 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
     if (from->dead || from->won)
        return NULL;                   /* no further moves permitted */
 
-    if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
-       !IS_MOUSE_RELEASE(button))
-       return NULL;
-
     cx = FROMCOORD(x);
     cy = FROMCOORD(y);
 
+    if (IS_CURSOR_MOVE(button)) {
+        move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
+        ui->cur_visible = 1;
+        return "";
+    }
+    if (IS_CURSOR_SELECT(button)) {
+        int v = from->grid[ui->cur_y * from->w + ui->cur_x];
+
+        if (!ui->cur_visible) {
+            ui->cur_visible = 1;
+            return "";
+        }
+        if (button == CURSOR_SELECT2) {
+            /* As for RIGHT_BUTTON; only works on covered square. */
+            if (v != -2 && v != -1)
+                return NULL;
+            sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y);
+            return dupstr(buf);
+        }
+        /* Otherwise, treat as LEFT_BUTTON, for a single square. */
+        if (v == -2 || v == -3) {
+            if (from->layout->mines &&
+                from->layout->mines[ui->cur_y * from->w + ui->cur_x])
+                ui->deaths++;
+
+            sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y);
+            return dupstr(buf);
+        }
+        cx = ui->cur_x; cy = ui->cur_y;
+        ui->validradius = 1;
+        goto uncover;
+    }
+
     if (button == LEFT_BUTTON || button == LEFT_DRAG ||
        button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
        if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
@@ -2416,6 +2474,11 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
        ui->hx = cx;
        ui->hy = cy;
        ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
+       if (button == LEFT_BUTTON)
+           ui->validradius = ui->hradius;
+       else if (button == MIDDLE_BUTTON)
+           ui->validradius = 1;
+        ui->cur_visible = 0;
        return "";
     }
 
@@ -2456,7 +2519,8 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         */
        if (button == LEFT_RELEASE &&
            (from->grid[cy * from->w + cx] == -2 ||
-            from->grid[cy * from->w + cx] == -3)) {
+            from->grid[cy * from->w + cx] == -3) &&
+           ui->validradius == 0) {
            /* Check if you've killed yourself. */
            if (from->layout->mines && from->layout->mines[cy * from->w + cx])
                ui->deaths++;
@@ -2464,14 +2528,19 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
            sprintf(buf, "O%d,%d", cx, cy);
            return dupstr(buf);
        }
+        goto uncover;
+    }
+    return NULL;
 
+uncover:
+    {
        /*
         * Left-clicking or middle-clicking on an uncovered tile:
         * first we check to see if the number of mine markers
         * surrounding the tile is equal to its mine count, and if
         * so then we open all other surrounding squares.
         */
-       if (from->grid[cy * from->w + cx] > 0) {
+       if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) {
            int dy, dx, n;
 
            /* Count mine markers. */
@@ -2521,50 +2590,70 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
        return "";
     }
-
-    return NULL;
 }
 
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
 {
     int cy, cx;
     game_state *ret;
 
     if (!strcmp(move, "S")) {
-       /*
-        * Simply expose the entire grid as if it were a completed
-        * solution.
-        */
        int yy, xx;
 
        ret = dup_game(from);
-       for (yy = 0; yy < ret->h; yy++)
-           for (xx = 0; xx < ret->w; xx++) {
-
-               if (ret->layout->mines[yy*ret->w+xx]) {
-                   ret->grid[yy*ret->w+xx] = -1;
-               } else {
-                   int dx, dy, v;
-
-                   v = 0;
-
-                   for (dx = -1; dx <= +1; dx++)
-                       for (dy = -1; dy <= +1; dy++)
-                           if (xx+dx >= 0 && xx+dx < ret->w &&
-                               yy+dy >= 0 && yy+dy < ret->h &&
-                               ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
-                               v++;
-
-                   ret->grid[yy*ret->w+xx] = v;
-               }
-           }
-       ret->used_solve = ret->just_used_solve = TRUE;
-       ret->won = TRUE;
+        if (!ret->dead) {
+            /*
+             * If the player is still alive at the moment of pressing
+             * Solve, expose the entire grid as if it were a completed
+             * solution.
+             */
+            for (yy = 0; yy < ret->h; yy++)
+                for (xx = 0; xx < ret->w; xx++) {
+
+                    if (ret->layout->mines[yy*ret->w+xx]) {
+                        ret->grid[yy*ret->w+xx] = -1;
+                    } else {
+                        int dx, dy, v;
+
+                        v = 0;
+
+                        for (dx = -1; dx <= +1; dx++)
+                            for (dy = -1; dy <= +1; dy++)
+                                if (xx+dx >= 0 && xx+dx < ret->w &&
+                                    yy+dy >= 0 && yy+dy < ret->h &&
+                                    ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
+                                    v++;
+
+                        ret->grid[yy*ret->w+xx] = v;
+                    }
+                }
+        } else {
+            /*
+             * If the player pressed Solve _after dying_, show a full
+             * corrections grid in the style of standard Minesweeper.
+             * Players who don't like Mines's behaviour on death of
+             * only showing the mine that killed you (so that in case
+             * of a typo you can undo and carry on without the rest of
+             * the grid being spoiled) can use this to get the display
+             * that ordinary Minesweeper would have given them.
+             */
+            for (yy = 0; yy < ret->h; yy++)
+                for (xx = 0; xx < ret->w; xx++) {
+                    int pos = yy*ret->w+xx;
+                    if ((ret->grid[pos] == -2 || ret->grid[pos] == -3) &&
+                        ret->layout->mines[pos]) {
+                        ret->grid[pos] = 64;
+                    } else if (ret->grid[pos] == -1 &&
+                               !ret->layout->mines[pos]) {
+                        ret->grid[pos] = 66;
+                    }
+                }
+        }
+        ret->used_solve = TRUE;
 
        return ret;
     } else {
        ret = dup_game(from);
-       ret->just_used_solve = FALSE;
 
        while (*move) {
            if (move[0] == 'F' &&
@@ -2604,8 +2693,8 @@ static game_state *execute_move(game_state *from, char *move)
  * Drawing routines.
  */
 
-static void game_compute_size(game_params *params, int tilesize,
-                             int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+                              int *x, int *y)
 {
     /* Ick: fake up `ds->tilesize' for macro expansion purposes */
     struct { int tilesize; } ads, *ds = &ads;
@@ -2615,21 +2704,21 @@ static void game_compute_size(game_params *params, int tilesize,
     *y = BORDER * 2 + TILE_SIZE * params->h;
 }
 
-static void game_set_size(game_drawstate *ds, game_params *params,
-                         int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                          const game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
     frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
 
-    ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
-    ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
-    ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
+    ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F;
+    ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F;
+    ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F;
 
     ret[COL_1 * 3 + 0] = 0.0F;
     ret[COL_1 * 3 + 1] = 0.0F;
@@ -2691,15 +2780,24 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
     ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
 
-    ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
-    ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
-    ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
+    ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
+    ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
+    ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
+
+    ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
+    ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
+    ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
+
+    /* Red tinge to a light colour, for the cursor. */
+    ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0];
+    ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
+    ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
 
     *ncolours = NCOLOURS;
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
 
@@ -2708,19 +2806,21 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->started = FALSE;
     ds->tilesize = 0;                  /* not decided yet */
     ds->grid = snewn(ds->w * ds->h, signed char);
+    ds->bg = -1;
+    ds->cur_x = ds->cur_y = -1;
 
     memset(ds->grid, -99, ds->w * ds->h);
 
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->grid);
     sfree(ds);
 }
 
-static void draw_tile(frontend *fe, game_drawstate *ds,
+static void draw_tile(drawing *dr, game_drawstate *ds,
                       int x, int y, int v, int bg)
 {
     if (v < 0) {
@@ -2733,10 +2833,10 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
            /*
             * Omit the highlights in this case.
             */
-           draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
+           draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
                       bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
-           draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
-           draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
+           draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
+           draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
        } else {
            /*
             * Draw highlights to indicate the square is covered.
@@ -2747,14 +2847,14 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
            coords[3] = y;
            coords[4] = x;
            coords[5] = y + TILE_SIZE - 1;
-           draw_polygon(fe, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl);
+           draw_polygon(dr, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl);
 
            coords[0] = x;
            coords[1] = y;
-           draw_polygon(fe, coords, 3, COL_HIGHLIGHT ^ hl,
+           draw_polygon(dr, coords, 3, COL_HIGHLIGHT ^ hl,
                         COL_HIGHLIGHT ^ hl);
 
-           draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+           draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
                      TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
                      bg);
        }
@@ -2764,28 +2864,28 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
             * Draw a flag.
             */
 #define SETCOORD(n, dx, dy) do { \
-    coords[(n)*2+0] = x + TILE_SIZE * (dx); \
-    coords[(n)*2+1] = y + TILE_SIZE * (dy); \
+    coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
+    coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
 } while (0)
-           SETCOORD(0, 0.6, 0.35);
-           SETCOORD(1, 0.6, 0.7);
-           SETCOORD(2, 0.8, 0.8);
-           SETCOORD(3, 0.25, 0.8);
-           SETCOORD(4, 0.55, 0.7);
-           SETCOORD(5, 0.55, 0.35);
-           draw_polygon(fe, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
-
-           SETCOORD(0, 0.6, 0.2);
-           SETCOORD(1, 0.6, 0.5);
-           SETCOORD(2, 0.2, 0.35);
-           draw_polygon(fe, coords, 3, COL_FLAG, COL_FLAG);
+           SETCOORD(0, 0.6F,  0.35F);
+           SETCOORD(1, 0.6F,  0.7F);
+           SETCOORD(2, 0.8F,  0.8F);
+           SETCOORD(3, 0.25F, 0.8F);
+           SETCOORD(4, 0.55F, 0.7F);
+           SETCOORD(5, 0.55F, 0.35F);
+           draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
+
+           SETCOORD(0, 0.6F, 0.2F);
+           SETCOORD(1, 0.6F, 0.5F);
+           SETCOORD(2, 0.2F, 0.35F);
+           draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
 #undef SETCOORD
 
        } else if (v == -3) {
            /*
             * Draw a question mark.
             */
-           draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
+           draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
                      FONT_VARIABLE, TILE_SIZE * 6 / 8,
                      ALIGN_VCENTRE | ALIGN_HCENTRE,
                      COL_QUERY, "?");
@@ -2798,11 +2898,15 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
         * Exception is that for value 65 (mine we've just trodden
         * on), we clear the square to COL_BANG.
         */
-        draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
+        if (v & 32) {
+            bg = COL_WRONGNUMBER;
+            v &= ~32;
+        }
+        draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
                  (v == 65 ? COL_BANG :
                    bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg));
-       draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
-       draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
+       draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT);
+       draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT);
 
        if (v > 0 && v <= 8) {
            /*
@@ -2811,7 +2915,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
            char str[2];
            str[0] = v + '0';
            str[1] = '\0';
-           draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
+           draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
                      FONT_VARIABLE, TILE_SIZE * 7 / 8,
                      ALIGN_VCENTRE | ALIGN_HCENTRE,
                      (COL_1 - 1) + v, str);
@@ -2819,48 +2923,17 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
        } else if (v >= 64) {
            /*
             * Mark a mine.
-            * 
-            * FIXME: this could be done better!
             */
-#if 0
-           draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
-                     FONT_VARIABLE, TILE_SIZE * 7 / 8,
-                     ALIGN_VCENTRE | ALIGN_HCENTRE,
-                     COL_MINE, "*");
-#else
            {
                int cx = x + TILE_SIZE / 2;
                int cy = y + TILE_SIZE / 2;
                int r = TILE_SIZE / 2 - 3;
-               int coords[4*5*2];
-               int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
-               int tdx, tdy, i;
-
-               for (i = 0; i < 4*5*2; i += 5*2) {
-                   coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
-                   coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
-                   coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
-                   coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
-                   coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
-                   coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
-                   coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
-                   coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
-                   coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
-                   coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
-
-                   tdx = ydx;
-                   tdy = ydy;
-                   ydx = xdx;
-                   ydy = xdy;
-                   xdx = -tdx;
-                   xdy = -tdy;
-               }
-
-               draw_polygon(fe, coords, 5*4, COL_MINE, COL_MINE);
 
-               draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
+               draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE);
+               draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE);
+               draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE);
+               draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
            }
-#endif
 
            if (v == 66) {
                /*
@@ -2868,10 +2941,10 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
                 */
                int dx;
                for (dx = -1; dx <= +1; dx++) {
-                   draw_line(fe, x + 3 + dx, y + 2,
+                   draw_line(dr, x + 3 + dx, y + 2,
                              x + TILE_SIZE - 3 + dx,
                              y + TILE_SIZE - 2, COL_CROSS);
-                   draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2,
+                   draw_line(dr, x + TILE_SIZE - 3 + dx, y + 2,
                              x + 3 + dx, y + TILE_SIZE - 2,
                              COL_CROSS);
                }
@@ -2879,18 +2952,20 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
        }
     }
 
-    draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+    draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                       game_state *state, int dir, game_ui *ui,
-                       float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+                        const game_state *oldstate, const game_state *state,
+                        int dir, const game_ui *ui,
+                        float animtime, float flashtime)
 {
     int x, y;
     int mines, markers, bg;
+    int cx = -1, cy = -1, cmoved;
 
     if (flashtime) {
-       int frame = (flashtime / FLASH_FRAME);
+       int frame = (int)(flashtime / FLASH_FRAME);
        if (frame % 2)
            bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
        else
@@ -2901,10 +2976,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     if (!ds->started) {
         int coords[10];
 
-       draw_rect(fe, 0, 0,
+       draw_rect(dr, 0, 0,
                  TILE_SIZE * state->w + 2 * BORDER,
                  TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
-       draw_update(fe, 0, 0,
+       draw_update(dr, 0, 0,
                    TILE_SIZE * state->w + 2 * BORDER,
                    TILE_SIZE * state->h + 2 * BORDER);
 
@@ -2921,15 +2996,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
         coords[6] = coords[8] + TILE_SIZE;
         coords[7] = coords[9] - TILE_SIZE;
-        draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+        draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
 
         coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
         coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
-        draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
+        draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
 
         ds->started = TRUE;
     }
 
+    if (ui->cur_visible) cx = ui->cur_x;
+    if (ui->cur_visible) cy = ui->cur_y;
+    cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
     /*
      * Now draw the tiles. Also in this loop, count up the number
      * of mines and mine markers.
@@ -2937,22 +3016,49 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     mines = markers = 0;
     for (y = 0; y < ds->h; y++)
        for (x = 0; x < ds->w; x++) {
-           int v = state->grid[y*ds->w+x];
+           int v = state->grid[y*ds->w+x], cc = 0;
 
            if (v == -1)
                markers++;
            if (state->layout->mines && state->layout->mines[y*ds->w+x])
                mines++;
 
+            if (v >= 0 && v <= 8) {
+                /*
+                 * Count up the flags around this tile, and if
+                 * there are too _many_, highlight the tile.
+                 */
+                int dx, dy, flags = 0;
+
+                for (dy = -1; dy <= +1; dy++)
+                    for (dx = -1; dx <= +1; dx++) {
+                        int nx = x+dx, ny = y+dy;
+                        if (nx >= 0 && nx < ds->w &&
+                            ny >= 0 && ny < ds->h &&
+                            state->grid[ny*ds->w+nx] == -1)
+                            flags++;
+                    }
+
+                if (flags > v)
+                    v |= 32;
+            }
+
            if ((v == -2 || v == -3) &&
                (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
                v -= 20;
 
-           if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
-               draw_tile(fe, ds, COORD(x), COORD(y), v, bg);
-               ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
+            if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */
+                ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y)))
+              cc = 1;
+
+           if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) {
+               draw_tile(dr, ds, COORD(x), COORD(y), v,
+                          (x == cx && y == cy) ? COL_CURSOR : bg);
+               ds->grid[y*ds->w+x] = v;
            }
        }
+    ds->bg = bg;
+    ds->cur_x = cx; ds->cur_y = cy;
 
     if (!state->layout->mines)
        mines = state->layout->n;
@@ -2975,18 +3081,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         if (ui->deaths)
             sprintf(statusbar + strlen(statusbar),
                     "  Deaths: %d", ui->deaths);
-       status_bar(fe, statusbar);
+       status_bar(dr, statusbar);
     }
 }
 
-static float game_anim_length(game_state *oldstate, game_state *newstate,
-                             int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+                              const game_state *newstate, int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
-static float game_flash_length(game_state *oldstate, game_state *newstate,
-                              int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+                               const game_state *newstate, int dir, game_ui *ui)
 {
     if (oldstate->used_solve || newstate->used_solve)
         return 0.0F;
@@ -3004,24 +3110,37 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
 {
-    return TRUE;
+    /*
+     * We report the game as lost only if the player has used the
+     * Solve function to reveal all the mines. Otherwise, we assume
+     * they'll undo and continue play.
+     */
+    return state->won ? (state->used_solve ? -1 : +1) : 0;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(const game_state *state, game_ui *ui)
 {
-    if (state->dead || state->won || !state->layout->mines)
+    if (state->dead || state->won || ui->completed || !state->layout->mines)
        return FALSE;
     return TRUE;
 }
 
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
 #ifdef COMBINED
 #define thegame mines
 #endif
 
 const struct game thegame = {
-    "Mines", "games.mines",
+    "Mines", "games.mines", "mines",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -3036,7 +3155,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    TRUE, game_text_format,
+    TRUE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -3051,9 +3170,11 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_wants_statusbar,
+    game_status,
+    FALSE, FALSE, game_print_size, game_print,
+    TRUE,                             /* wants_statusbar */
     TRUE, game_timing_state,
-    BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
+    BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON) | REQUIRE_RBUTTON,
 };
 
 #ifdef STANDALONE_OBFUSCATOR
@@ -3069,41 +3190,8 @@ const struct game thegame = {
  * 9x9:4,4,004000007c00010022080
  * $ ./mineobfusc 9x9:4,4,004000007c00010022080
  * 9x9:4,4,mb071b49fbd1cb6a0d5868
- *
- * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c misc.c
  */
 
-#include <stdarg.h>
-
-void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
-               int align, int colour, char *text) {}
-void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
-void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
-void draw_polygon(frontend *fe, int *coords, int npoints,
-                  int fillcolour, int outlinecolour) {}
-void clip(frontend *fe, int x, int y, int w, int h) {}
-void unclip(frontend *fe) {}
-void start_draw(frontend *fe) {}
-void draw_update(frontend *fe, int x, int y, int w, int h) {}
-void end_draw(frontend *fe) {}
-void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) {}
-void status_bar(frontend *fe, char *text) {}
-
-void fatal(char *fmt, ...)
-{
-    va_list ap;
-
-    fprintf(stderr, "fatal error: ");
-
-    va_start(ap, fmt);
-    vfprintf(stderr, fmt, ap);
-    va_end(ap);
-
-    fprintf(stderr, "\n");
-    exit(1);
-}
-
 int main(int argc, char **argv)
 {
     game_params *p;
@@ -3158,3 +3246,5 @@ int main(int argc, char **argv)
 }
 
 #endif
+
+/* vim: set shiftwidth=4 tabstop=8: */