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authorFranklin Wei <git@fwei.tk>2017-04-29 18:21:56 -0400
committerFranklin Wei <git@fwei.tk>2017-04-29 18:24:42 -0400
commit881746789a489fad85aae8317555f73dbe261556 (patch)
treecec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/mines.c
parent03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff)
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puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/mines.c')
-rw-r--r--apps/plugins/puzzles/src/mines.c3250
1 files changed, 3250 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/mines.c b/apps/plugins/puzzles/src/mines.c
new file mode 100644
index 0000000..6a5ce02
--- /dev/null
+++ b/apps/plugins/puzzles/src/mines.c
@@ -0,0 +1,3250 @@
+/*
+ * mines.c: Minesweeper clone with sophisticated grid generation.
+ *
+ * Still TODO:
+ *
+ * - think about configurably supporting question marks. Once,
+ * that is, we've thought about configurability in general!
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "tree234.h"
+#include "puzzles.h"
+
+enum {
+ COL_BACKGROUND, COL_BACKGROUND2,
+ 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 )
+#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
+
+#define FLASH_FRAME 0.13F
+
+struct game_params {
+ int w, h, n;
+ int unique;
+};
+
+struct mine_layout {
+ /*
+ * This structure is shared between all the game_states for a
+ * given instance of the puzzle, so we reference-count it.
+ */
+ int refcount;
+ char *mines;
+ /*
+ * If we haven't yet actually generated the mine layout, here's
+ * all the data we will need to do so.
+ */
+ int n, unique;
+ random_state *rs;
+ midend *me; /* to give back the new game desc */
+};
+
+struct game_state {
+ int w, h, n, dead, won;
+ int used_solve;
+ struct mine_layout *layout; /* real mine positions */
+ signed char *grid; /* player knowledge */
+ /*
+ * Each item in the `grid' array is one of the following values:
+ *
+ * - 0 to 8 mean the square is open and has a surrounding mine
+ * count.
+ *
+ * - -1 means the square is marked as a mine.
+ *
+ * - -2 means the square is unknown.
+ *
+ * - -3 means the square is marked with a question mark
+ * (FIXME: do we even want to bother with this?).
+ *
+ * - 64 means the square has had a mine revealed when the game
+ * was lost.
+ *
+ * - 65 means the square had a mine revealed and this was the
+ * one the player hits.
+ *
+ * - 66 means the square has a crossed-out mine because the
+ * player had incorrectly marked it.
+ */
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = 9;
+ ret->n = 10;
+ ret->unique = TRUE;
+
+ return ret;
+}
+
+static const struct game_params mines_presets[] = {
+ {9, 9, 10, TRUE},
+ {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)
+{
+ game_params *ret;
+ char str[80];
+
+ if (i < 0 || i >= lenof(mines_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = mines_presets[i];
+
+ sprintf(str, "%dx%d, %d mines", ret->w, ret->h, ret->n);
+
+ *name = dupstr(str);
+ *params = ret;
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+ char const *p = string;
+
+ params->w = atoi(p);
+ while (*p && isdigit((unsigned char)*p)) p++;
+ if (*p == 'x') {
+ p++;
+ params->h = atoi(p);
+ while (*p && isdigit((unsigned char)*p)) p++;
+ } else {
+ params->h = params->w;
+ }
+ if (*p == 'n') {
+ p++;
+ params->n = atoi(p);
+ while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
+ } else {
+ params->n = params->w * params->h / 10;
+ }
+
+ while (*p) {
+ if (*p == 'a') {
+ p++;
+ params->unique = FALSE;
+ } else
+ p++; /* skip any other gunk */
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char ret[400];
+ int len;
+
+ len = sprintf(ret, "%dx%d", params->w, params->h);
+ /*
+ * Mine count is a generation-time parameter, since it can be
+ * deduced from the mine bitmap!
+ */
+ if (full)
+ len += sprintf(ret+len, "n%d", params->n);
+ if (full && !params->unique)
+ ret[len++] = 'a';
+ assert(len < lenof(ret));
+ ret[len] = '\0';
+
+ return dupstr(ret);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(5, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Mines";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->n);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = "Ensure solubility";
+ ret[3].type = C_BOOLEAN;
+ ret[3].sval = NULL;
+ ret[3].ival = params->unique;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->n = atoi(cfg[2].sval);
+ if (strchr(cfg[2].sval, '%'))
+ ret->n = ret->n * (ret->w * ret->h) / 100;
+ ret->unique = cfg[3].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ /*
+ * Lower limit on grid size: each dimension must be at least 3.
+ * 1 is theoretically workable if rather boring, but 2 is a
+ * real problem: there is often _no_ way to generate a uniquely
+ * solvable 2xn Mines grid. You either run into two mines
+ * blocking the way and no idea what's behind them, or one mine
+ * and no way to know which of the two rows it's in. If the
+ * mine count is even you can create a soluble grid by packing
+ * all the mines at one end (so what when you hit a two-mine
+ * wall there are only as many covered squares left as there
+ * are mines); but if it's odd, you are doomed, because you
+ * _have_ to have a gap somewhere which you can't determine the
+ * position of.
+ */
+ 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";
+
+ /*
+ * FIXME: Need more constraints here. Not sure what the
+ * sensible limits for Minesweeper actually are. The limits
+ * probably ought to change, however, depending on uniqueness.
+ */
+
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Minesweeper solver, used to ensure the generated grids are
+ * solvable without having to take risks.
+ */
+
+/*
+ * Count the bits in a word. Only needs to cope with 16 bits.
+ */
+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 (int)word;
+}
+
+/*
+ * We use a tree234 to store a large number of small localised
+ * sets, each with a mine count. We also keep some of those sets
+ * linked together into a to-do list.
+ */
+struct set {
+ short x, y, mask, mines;
+ int todo;
+ struct set *prev, *next;
+};
+
+static int setcmp(void *av, void *bv)
+{
+ struct set *a = (struct set *)av;
+ struct set *b = (struct set *)bv;
+
+ if (a->y < b->y)
+ return -1;
+ else if (a->y > b->y)
+ return +1;
+ else if (a->x < b->x)
+ return -1;
+ else if (a->x > b->x)
+ return +1;
+ else if (a->mask < b->mask)
+ return -1;
+ else if (a->mask > b->mask)
+ return +1;
+ else
+ return 0;
+}
+
+struct setstore {
+ tree234 *sets;
+ struct set *todo_head, *todo_tail;
+};
+
+static struct setstore *ss_new(void)
+{
+ struct setstore *ss = snew(struct setstore);
+ ss->sets = newtree234(setcmp);
+ ss->todo_head = ss->todo_tail = NULL;
+ return ss;
+}
+
+/*
+ * Take two input sets, in the form (x,y,mask). Munge the first by
+ * taking either its intersection with the second or its difference
+ * with the second. Return the new mask part of the first set.
+ */
+static int setmunge(int x1, int y1, int mask1, int x2, int y2, int mask2,
+ int diff)
+{
+ /*
+ * Adjust the second set so that it has the same x,y
+ * coordinates as the first.
+ */
+ if (abs(x2-x1) >= 3 || abs(y2-y1) >= 3) {
+ mask2 = 0;
+ } else {
+ while (x2 > x1) {
+ mask2 &= ~(4|32|256);
+ mask2 <<= 1;
+ x2--;
+ }
+ while (x2 < x1) {
+ mask2 &= ~(1|8|64);
+ mask2 >>= 1;
+ x2++;
+ }
+ while (y2 > y1) {
+ mask2 &= ~(64|128|256);
+ mask2 <<= 3;
+ y2--;
+ }
+ while (y2 < y1) {
+ mask2 &= ~(1|2|4);
+ mask2 >>= 3;
+ y2++;
+ }
+ }
+
+ /*
+ * Invert the second set if `diff' is set (we're after A &~ B
+ * rather than A & B).
+ */
+ if (diff)
+ mask2 ^= 511;
+
+ /*
+ * Now all that's left is a logical AND.
+ */
+ return mask1 & mask2;
+}
+
+static void ss_add_todo(struct setstore *ss, struct set *s)
+{
+ if (s->todo)
+ return; /* already on it */
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("adding set on todo list: %d,%d %03x %d\n",
+ s->x, s->y, s->mask, s->mines);
+#endif
+
+ s->prev = ss->todo_tail;
+ if (s->prev)
+ s->prev->next = s;
+ else
+ ss->todo_head = s;
+ ss->todo_tail = s;
+ s->next = NULL;
+ s->todo = TRUE;
+}
+
+static void ss_add(struct setstore *ss, int x, int y, int mask, int mines)
+{
+ struct set *s;
+
+ assert(mask != 0);
+
+ /*
+ * Normalise so that x and y are genuinely the bounding
+ * rectangle.
+ */
+ while (!(mask & (1|8|64)))
+ mask >>= 1, x++;
+ while (!(mask & (1|2|4)))
+ mask >>= 3, y++;
+
+ /*
+ * Create a set structure and add it to the tree.
+ */
+ s = snew(struct set);
+ s->x = x;
+ s->y = y;
+ s->mask = mask;
+ s->mines = mines;
+ s->todo = FALSE;
+ if (add234(ss->sets, s) != s) {
+ /*
+ * This set already existed! Free it and return.
+ */
+ sfree(s);
+ return;
+ }
+
+ /*
+ * We've added a new set to the tree, so put it on the todo
+ * list.
+ */
+ ss_add_todo(ss, s);
+}
+
+static void ss_remove(struct setstore *ss, struct set *s)
+{
+ struct set *next = s->next, *prev = s->prev;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("removing set %d,%d %03x\n", s->x, s->y, s->mask);
+#endif
+ /*
+ * Remove s from the todo list.
+ */
+ if (prev)
+ prev->next = next;
+ else if (s == ss->todo_head)
+ ss->todo_head = next;
+
+ if (next)
+ next->prev = prev;
+ else if (s == ss->todo_tail)
+ ss->todo_tail = prev;
+
+ s->todo = FALSE;
+
+ /*
+ * Remove s from the tree.
+ */
+ del234(ss->sets, s);
+
+ /*
+ * Destroy the actual set structure.
+ */
+ sfree(s);
+}
+
+/*
+ * Return a dynamically allocated list of all the sets which
+ * overlap a provided input set.
+ */
+static struct set **ss_overlap(struct setstore *ss, int x, int y, int mask)
+{
+ struct set **ret = NULL;
+ int nret = 0, retsize = 0;
+ int xx, yy;
+
+ for (xx = x-3; xx < x+3; xx++)
+ for (yy = y-3; yy < y+3; yy++) {
+ struct set stmp, *s;
+ int pos;
+
+ /*
+ * Find the first set with these top left coordinates.
+ */
+ stmp.x = xx;
+ stmp.y = yy;
+ stmp.mask = 0;
+
+ if (findrelpos234(ss->sets, &stmp, NULL, REL234_GE, &pos)) {
+ while ((s = index234(ss->sets, pos)) != NULL &&
+ s->x == xx && s->y == yy) {
+ /*
+ * This set potentially overlaps the input one.
+ * Compute the intersection to see if they
+ * really overlap, and add it to the list if
+ * so.
+ */
+ if (setmunge(x, y, mask, s->x, s->y, s->mask, FALSE)) {
+ /*
+ * There's an overlap.
+ */
+ if (nret >= retsize) {
+ retsize = nret + 32;
+ ret = sresize(ret, retsize, struct set *);
+ }
+ ret[nret++] = s;
+ }
+
+ pos++;
+ }
+ }
+ }
+
+ ret = sresize(ret, nret+1, struct set *);
+ ret[nret] = NULL;
+
+ return ret;
+}
+
+/*
+ * Get an element from the head of the set todo list.
+ */
+static struct set *ss_todo(struct setstore *ss)
+{
+ if (ss->todo_head) {
+ struct set *ret = ss->todo_head;
+ ss->todo_head = ret->next;
+ if (ss->todo_head)
+ ss->todo_head->prev = NULL;
+ else
+ ss->todo_tail = NULL;
+ ret->next = ret->prev = NULL;
+ ret->todo = FALSE;
+ return ret;
+ } else {
+ return NULL;
+ }
+}
+
+struct squaretodo {
+ int *next;
+ int head, tail;
+};
+
+static void std_add(struct squaretodo *std, int i)
+{
+ if (std->tail >= 0)
+ std->next[std->tail] = i;
+ else
+ std->head = i;
+ std->tail = i;
+ std->next[i] = -1;
+}
+
+typedef int (*open_cb)(void *, int, int);
+
+static void known_squares(int w, int h, struct squaretodo *std,
+ signed char *grid,
+ open_cb open, void *openctx,
+ int x, int y, int mask, int mine)
+{
+ int xx, yy, bit;
+
+ bit = 1;
+
+ for (yy = 0; yy < 3; yy++)
+ for (xx = 0; xx < 3; xx++) {
+ if (mask & bit) {
+ int i = (y + yy) * w + (x + xx);
+
+ /*
+ * It's possible that this square is _already_
+ * known, in which case we don't try to add it to
+ * the list twice.
+ */
+ if (grid[i] == -2) {
+
+ if (mine) {
+ grid[i] = -1; /* and don't open it! */
+ } else {
+ grid[i] = open(openctx, x + xx, y + yy);
+ assert(grid[i] != -1); /* *bang* */
+ }
+ std_add(std, i);
+
+ }
+ }
+ bit <<= 1;
+ }
+}
+
+/*
+ * This is data returned from the `perturb' function. It details
+ * which squares have become mines and which have become clear. The
+ * solver is (of course) expected to honourably not use that
+ * knowledge directly, but to efficently adjust its internal data
+ * structures and proceed based on only the information it
+ * legitimately has.
+ */
+struct perturbation {
+ int x, y;
+ int delta; /* +1 == become a mine; -1 == cleared */
+};
+struct perturbations {
+ int n;
+ struct perturbation *changes;
+};
+
+/*
+ * Main solver entry point. You give it a grid of existing
+ * knowledge (-1 for a square known to be a mine, 0-8 for empty
+ * squares with a given number of neighbours, -2 for completely
+ * unknown), plus a function which you can call to open new squares
+ * once you're confident of them. It fills in as much more of the
+ * grid as it can.
+ *
+ * Return value is:
+ *
+ * - -1 means deduction stalled and nothing could be done
+ * - 0 means deduction succeeded fully
+ * - >0 means deduction succeeded but some number of perturbation
+ * steps were required; the exact return value is the number of
+ * perturb calls.
+ */
+
+typedef struct perturbations *(*perturb_cb) (void *, signed char *, int, int, int);
+
+static int minesolve(int w, int h, int n, signed char *grid,
+ open_cb open,
+ perturb_cb perturb,
+ void *ctx, random_state *rs)
+{
+ struct setstore *ss = ss_new();
+ struct set **list;
+ struct squaretodo astd, *std = &astd;
+ int x, y, i, j;
+ int nperturbs = 0;
+
+ /*
+ * Set up a linked list of squares with known contents, so that
+ * we can process them one by one.
+ */
+ std->next = snewn(w*h, int);
+ std->head = std->tail = -1;
+
+ /*
+ * Initialise that list with all known squares in the input
+ * grid.
+ */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ i = y*w+x;
+ if (grid[i] != -2)
+ std_add(std, i);
+ }
+ }
+
+ /*
+ * Main deductive loop.
+ */
+ while (1) {
+ int done_something = FALSE;
+ struct set *s;
+
+ /*
+ * If there are any known squares on the todo list, process
+ * them and construct a set for each.
+ */
+ while (std->head != -1) {
+ i = std->head;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("known square at %d,%d [%d]\n", i%w, i/w, grid[i]);
+#endif
+ std->head = std->next[i];
+ if (std->head == -1)
+ std->tail = -1;
+
+ x = i % w;
+ y = i / w;
+
+ if (grid[i] >= 0) {
+ int dx, dy, mines, bit, val;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("creating set around this square\n");
+#endif
+ /*
+ * Empty square. Construct the set of non-known squares
+ * around this one, and determine its mine count.
+ */
+ mines = grid[i];
+ bit = 1;
+ val = 0;
+ for (dy = -1; dy <= +1; dy++) {
+ for (dx = -1; dx <= +1; dx++) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("grid %d,%d = %d\n", x+dx, y+dy, grid[i+dy*w+dx]);
+#endif
+ if (x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= h)
+ /* ignore this one */;
+ else if (grid[i+dy*w+dx] == -1)
+ mines--;
+ else if (grid[i+dy*w+dx] == -2)
+ val |= bit;
+ bit <<= 1;
+ }
+ }
+ if (val)
+ ss_add(ss, x-1, y-1, val, mines);
+ }
+
+ /*
+ * Now, whether the square is empty or full, we must
+ * find any set which contains it and replace it with
+ * one which does not.
+ */
+ {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("finding sets containing known square %d,%d\n", x, y);
+#endif
+ list = ss_overlap(ss, x, y, 1);
+
+ for (j = 0; list[j]; j++) {
+ int newmask, newmines;
+
+ s = list[j];
+
+ /*
+ * Compute the mask for this set minus the
+ * newly known square.
+ */
+ newmask = setmunge(s->x, s->y, s->mask, x, y, 1, TRUE);
+
+ /*
+ * Compute the new mine count.
+ */
+ newmines = s->mines - (grid[i] == -1);
+
+ /*
+ * Insert the new set into the collection,
+ * unless it's been whittled right down to
+ * nothing.
+ */
+ if (newmask)
+ ss_add(ss, s->x, s->y, newmask, newmines);
+
+ /*
+ * Destroy the old one; it is actually obsolete.
+ */
+ ss_remove(ss, s);
+ }
+
+ sfree(list);
+ }
+
+ /*
+ * Marking a fresh square as known certainly counts as
+ * doing something.
+ */
+ done_something = TRUE;
+ }
+
+ /*
+ * Now pick a set off the to-do list and attempt deductions
+ * based on it.
+ */
+ if ((s = ss_todo(ss)) != NULL) {
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("set to do: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
+#endif
+ /*
+ * Firstly, see if this set has a mine count of zero or
+ * of its own cardinality.
+ */
+ if (s->mines == 0 || s->mines == bitcount16(s->mask)) {
+ /*
+ * If so, we can immediately mark all the squares
+ * in the set as known.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("easy\n");
+#endif
+ known_squares(w, h, std, grid, open, ctx,
+ s->x, s->y, s->mask, (s->mines != 0));
+
+ /*
+ * Having done that, we need do nothing further
+ * with this set; marking all the squares in it as
+ * known will eventually eliminate it, and will
+ * also permit further deductions about anything
+ * that overlaps it.
+ */
+ continue;
+ }
+
+ /*
+ * Failing that, we now search through all the sets
+ * which overlap this one.
+ */
+ list = ss_overlap(ss, s->x, s->y, s->mask);
+
+ for (j = 0; list[j]; j++) {
+ struct set *s2 = list[j];
+ int swing, s2wing, swc, s2wc;
+
+ /*
+ * Find the non-overlapping parts s2-s and s-s2,
+ * and their cardinalities.
+ *
+ * I'm going to refer to these parts as `wings'
+ * surrounding the central part common to both
+ * sets. The `s wing' is s-s2; the `s2 wing' is
+ * s2-s.
+ */
+ swing = setmunge(s->x, s->y, s->mask, s2->x, s2->y, s2->mask,
+ TRUE);
+ s2wing = setmunge(s2->x, s2->y, s2->mask, s->x, s->y, s->mask,
+ TRUE);
+ swc = bitcount16(swing);
+ s2wc = bitcount16(s2wing);
+
+ /*
+ * If one set has more mines than the other, and
+ * the number of extra mines is equal to the
+ * cardinality of that set's wing, then we can mark
+ * every square in the wing as a known mine, and
+ * every square in the other wing as known clear.
+ */
+ if (swc == s->mines - s2->mines ||
+ s2wc == s2->mines - s->mines) {
+ known_squares(w, h, std, grid, open, ctx,
+ s->x, s->y, swing,
+ (swc == s->mines - s2->mines));
+ known_squares(w, h, std, grid, open, ctx,
+ s2->x, s2->y, s2wing,
+ (s2wc == s2->mines - s->mines));
+ continue;
+ }
+
+ /*
+ * Failing that, see if one set is a subset of the
+ * other. If so, we can divide up the mine count of
+ * the larger set between the smaller set and its
+ * complement, even if neither smaller set ends up
+ * being immediately clearable.
+ */
+ if (swc == 0 && s2wc != 0) {
+ /* s is a subset of s2. */
+ assert(s2->mines > s->mines);
+ ss_add(ss, s2->x, s2->y, s2wing, s2->mines - s->mines);
+ } else if (s2wc == 0 && swc != 0) {
+ /* s2 is a subset of s. */
+ assert(s->mines > s2->mines);
+ ss_add(ss, s->x, s->y, swing, s->mines - s2->mines);
+ }
+ }
+
+ sfree(list);
+
+ /*
+ * In this situation we have definitely done
+ * _something_, even if it's only reducing the size of
+ * our to-do list.
+ */
+ done_something = TRUE;
+ } else if (n >= 0) {
+ /*
+ * We have nothing left on our todo list, which means
+ * all localised deductions have failed. Our next step
+ * is to resort to global deduction based on the total
+ * mine count. This is computationally expensive
+ * compared to any of the above deductions, which is
+ * why we only ever do it when all else fails, so that
+ * hopefully it won't have to happen too often.
+ *
+ * If you pass n<0 into this solver, that informs it
+ * that you do not know the total mine count, so it
+ * won't even attempt these deductions.
+ */
+
+ int minesleft, squaresleft;
+ int nsets, setused[10], cursor;
+
+ /*
+ * Start by scanning the current grid state to work out
+ * how many unknown squares we still have, and how many
+ * mines are to be placed in them.
+ */
+ squaresleft = 0;
+ minesleft = n;
+ for (i = 0; i < w*h; i++) {
+ if (grid[i] == -1)
+ minesleft--;
+ else if (grid[i] == -2)
+ squaresleft++;
+ }
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("global deduction time: squaresleft=%d minesleft=%d\n",
+ squaresleft, minesleft);
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int v = grid[y*w+x];
+ if (v == -1)
+ putchar('*');
+ else if (v == -2)
+ putchar('?');
+ else if (v == 0)
+ putchar('-');
+ else
+ putchar('0' + v);
+ }
+ putchar('\n');
+ }
+#endif
+
+ /*
+ * If there _are_ no unknown squares, we have actually
+ * finished.
+ */
+ if (squaresleft == 0) {
+ assert(minesleft == 0);
+ break;
+ }
+
+ /*
+ * First really simple case: if there are no more mines
+ * left, or if there are exactly as many mines left as
+ * squares to play them in, then it's all easy.
+ */
+ if (minesleft == 0 || minesleft == squaresleft) {
+ for (i = 0; i < w*h; i++)
+ if (grid[i] == -2)
+ known_squares(w, h, std, grid, open, ctx,
+ i % w, i / w, 1, minesleft != 0);
+ continue; /* now go back to main deductive loop */
+ }
+
+ /*
+ * Failing that, we have to do some _real_ work.
+ * Ideally what we do here is to try every single
+ * combination of the currently available sets, in an
+ * attempt to find a disjoint union (i.e. a set of
+ * squares with a known mine count between them) such
+ * that the remaining unknown squares _not_ contained
+ * in that union either contain no mines or are all
+ * mines.
+ *
+ * Actually enumerating all 2^n possibilities will get
+ * a bit slow for large n, so I artificially cap this
+ * recursion at n=10 to avoid too much pain.
+ */
+ nsets = count234(ss->sets);
+ if (nsets <= lenof(setused)) {
+ /*
+ * Doing this with actual recursive function calls
+ * would get fiddly because a load of local
+ * variables from this function would have to be
+ * passed down through the recursion. So instead
+ * I'm going to use a virtual recursion within this
+ * function. The way this works is:
+ *
+ * - we have an array `setused', such that
+ * setused[n] is 0 or 1 depending on whether set
+ * n is currently in the union we are
+ * considering.
+ *
+ * - we have a value `cursor' which indicates how
+ * much of `setused' we have so far filled in.
+ * It's conceptually the recursion depth.
+ *
+ * We begin by setting `cursor' to zero. Then:
+ *
+ * - if cursor can advance, we advance it by one.
+ * We set the value in `setused' that it went
+ * past to 1 if that set is disjoint from
+ * anything else currently in `setused', or to 0
+ * otherwise.
+ *
+ * - If cursor cannot advance because it has
+ * reached the end of the setused list, then we
+ * have a maximal disjoint union. Check to see
+ * whether its mine count has any useful
+ * properties. If so, mark all the squares not
+ * in the union as known and terminate.
+ *
+ * - If cursor has reached the end of setused and
+ * the algorithm _hasn't_ terminated, back
+ * cursor up to the nearest 1, turn it into a 0
+ * and advance cursor just past it.
+ *
+ * - If we attempt to back up to the nearest 1 and
+ * there isn't one at all, then we have gone
+ * through all disjoint unions of sets in the
+ * list and none of them has been helpful, so we
+ * give up.
+ */
+ struct set *sets[lenof(setused)];
+ for (i = 0; i < nsets; i++)
+ sets[i] = index234(ss->sets, i);
+
+ cursor = 0;
+ while (1) {
+
+ if (cursor < nsets) {
+ int ok = TRUE;
+
+ /* See if any existing set overlaps this one. */
+ for (i = 0; i < cursor; i++)
+ if (setused[i] &&
+ setmunge(sets[cursor]->x,
+ sets[cursor]->y,
+ sets[cursor]->mask,
+ sets[i]->x, sets[i]->y, sets[i]->mask,
+ FALSE)) {
+ ok = FALSE;
+ break;
+ }
+
+ if (ok) {
+ /*
+ * We're adding this set to our union,
+ * so adjust minesleft and squaresleft
+ * appropriately.
+ */
+ minesleft -= sets[cursor]->mines;
+ squaresleft -= bitcount16(sets[cursor]->mask);
+ }
+
+ setused[cursor++] = ok;
+ } else {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("trying a set combination with %d %d\n",
+ squaresleft, minesleft);
+#endif /* SOLVER_DIAGNOSTICS */
+
+ /*
+ * We've reached the end. See if we've got
+ * anything interesting.
+ */
+ if (squaresleft > 0 &&
+ (minesleft == 0 || minesleft == squaresleft)) {
+ /*
+ * We have! There is at least one
+ * square not contained within the set
+ * union we've just found, and we can
+ * deduce that either all such squares
+ * are mines or all are not (depending
+ * on whether minesleft==0). So now all
+ * we have to do is actually go through
+ * the grid, find those squares, and
+ * mark them.
+ */
+ for (i = 0; i < w*h; i++)
+ if (grid[i] == -2) {
+ int outside = TRUE;
+ y = i / w;
+ x = i % w;
+ for (j = 0; j < nsets; j++)
+ if (setused[j] &&
+ setmunge(sets[j]->x, sets[j]->y,
+ sets[j]->mask, x, y, 1,
+ FALSE)) {
+ outside = FALSE;
+ break;
+ }
+ if (outside)
+ known_squares(w, h, std, grid,
+ open, ctx,
+ x, y, 1, minesleft != 0);
+ }
+
+ done_something = TRUE;
+ break; /* return to main deductive loop */
+ }
+
+ /*
+ * If we reach here, then this union hasn't
+ * done us any good, so move on to the
+ * next. Backtrack cursor to the nearest 1,
+ * change it to a 0 and continue.
+ */
+ while (--cursor >= 0 && !setused[cursor]);
+ if (cursor >= 0) {
+ assert(setused[cursor]);
+
+ /*
+ * We're removing this set from our
+ * union, so re-increment minesleft and
+ * squaresleft.
+ */
+ minesleft += sets[cursor]->mines;
+ squaresleft += bitcount16(sets[cursor]->mask);
+
+ setused[cursor++] = 0;
+ } else {
+ /*
+ * We've backtracked all the way to the
+ * start without finding a single 1,
+ * which means that our virtual
+ * recursion is complete and nothing
+ * helped.
+ */
+ break;
+ }
+ }
+
+ }
+
+ }
+ }
+
+ if (done_something)
+ continue;
+
+#ifdef SOLVER_DIAGNOSTICS
+ /*
+ * Dump the current known state of the grid.
+ */
+ printf("solver ran out of steam, ret=%d, grid:\n", nperturbs);
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int v = grid[y*w+x];
+ if (v == -1)
+ putchar('*');
+ else if (v == -2)
+ putchar('?');
+ else if (v == 0)
+ putchar('-');
+ else
+ putchar('0' + v);
+ }
+ putchar('\n');
+ }
+
+ {
+ struct set *s;
+
+ for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
+ printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
+ }
+#endif
+
+ /*
+ * Now we really are at our wits' end as far as solving
+ * this grid goes. Our only remaining option is to call
+ * a perturb function and ask it to modify the grid to
+ * make it easier.
+ */
+ if (perturb) {
+ struct perturbations *ret;
+ struct set *s;
+
+ nperturbs++;
+
+ /*
+ * Choose a set at random from the current selection,
+ * and ask the perturb function to either fill or empty
+ * it.
+ *
+ * If we have no sets at all, we must give up.
+ */
+ if (count234(ss->sets) == 0) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("perturbing on entire unknown set\n");
+#endif
+ ret = perturb(ctx, grid, 0, 0, 0);
+ } else {
+ s = index234(ss->sets, random_upto(rs, count234(ss->sets)));
+#ifdef SOLVER_DIAGNOSTICS
+ printf("perturbing on set %d,%d %03x\n", s->x, s->y, s->mask);
+#endif
+ ret = perturb(ctx, grid, s->x, s->y, s->mask);
+ }
+
+ if (ret) {
+ assert(ret->n > 0); /* otherwise should have been NULL */
+
+ /*
+ * A number of squares have been fiddled with, and
+ * the returned structure tells us which. Adjust
+ * the mine count in any set which overlaps one of
+ * those squares, and put them back on the to-do
+ * list. Also, if the square itself is marked as a
+ * known non-mine, put it back on the squares-to-do
+ * list.
+ */
+ for (i = 0; i < ret->n; i++) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("perturbation %s mine at %d,%d\n",
+ ret->changes[i].delta > 0 ? "added" : "removed",
+ ret->changes[i].x, ret->changes[i].y);
+#endif
+
+ if (ret->changes[i].delta < 0 &&
+ grid[ret->changes[i].y*w+ret->changes[i].x] != -2) {
+ std_add(std, ret->changes[i].y*w+ret->changes[i].x);
+ }
+
+ list = ss_overlap(ss,
+ ret->changes[i].x, ret->changes[i].y, 1);
+
+ for (j = 0; list[j]; j++) {
+ list[j]->mines += ret->changes[i].delta;
+ ss_add_todo(ss, list[j]);
+ }
+
+ sfree(list);
+ }
+
+ /*
+ * Now free the returned data.
+ */
+ sfree(ret->changes);
+ sfree(ret);
+
+#ifdef SOLVER_DIAGNOSTICS
+ /*
+ * Dump the current known state of the grid.
+ */
+ printf("state after perturbation:\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int v = grid[y*w+x];
+ if (v == -1)
+ putchar('*');
+ else if (v == -2)
+ putchar('?');
+ else if (v == 0)
+ putchar('-');
+ else
+ putchar('0' + v);
+ }
+ putchar('\n');
+ }
+
+ {
+ struct set *s;
+
+ for (i = 0; (s = index234(ss->sets, i)) != NULL; i++)
+ printf("remaining set: %d,%d %03x %d\n", s->x, s->y, s->mask, s->mines);
+ }
+#endif
+
+ /*
+ * And now we can go back round the deductive loop.
+ */
+ continue;
+ }
+ }
+
+ /*
+ * If we get here, even that didn't work (either we didn't
+ * have a perturb function or it returned failure), so we
+ * give up entirely.
+ */
+ break;
+ }
+
+ /*
+ * See if we've got any unknown squares left.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (grid[y*w+x] == -2) {
+ nperturbs = -1; /* failed to complete */
+ break;
+ }
+
+ /*
+ * Free the set list and square-todo list.
+ */
+ {
+ struct set *s;
+ while ((s = delpos234(ss->sets, 0)) != NULL)
+ sfree(s);
+ freetree234(ss->sets);
+ sfree(ss);
+ sfree(std->next);
+ }
+
+ return nperturbs;
+}
+
+/* ----------------------------------------------------------------------
+ * Grid generator which uses the above solver.
+ */
+
+struct minectx {
+ char *grid;
+ int w, h;
+ int sx, sy;
+ int allow_big_perturbs;
+ random_state *rs;
+};
+
+static int mineopen(void *vctx, int x, int y)
+{
+ struct minectx *ctx = (struct minectx *)vctx;
+ int i, j, n;
+
+ assert(x >= 0 && x < ctx->w && y >= 0 && y < ctx->h);
+ if (ctx->grid[y * ctx->w + x])
+ return -1; /* *bang* */
+
+ n = 0;
+ for (i = -1; i <= +1; i++) {
+ if (x + i < 0 || x + i >= ctx->w)
+ continue;
+ for (j = -1; j <= +1; j++) {
+ if (y + j < 0 || y + j >= ctx->h)
+ continue;
+ if (i == 0 && j == 0)
+ continue;
+ if (ctx->grid[(y+j) * ctx->w + (x+i)])
+ n++;
+ }
+ }
+
+ return n;
+}
+
+/* Structure used internally to mineperturb(). */
+struct square {
+ int x, y, type, random;
+};
+static int squarecmp(const void *av, const void *bv)
+{
+ const struct square *a = (const struct square *)av;
+ const struct square *b = (const struct square *)bv;
+ if (a->type < b->type)
+ return -1;
+ else if (a->type > b->type)
+ return +1;
+ else if (a->random < b->random)
+ return -1;
+ else if (a->random > b->random)
+ return +1;
+ else if (a->y < b->y)
+ return -1;
+ else if (a->y > b->y)
+ return +1;
+ else if (a->x < b->x)
+ return -1;
+ else if (a->x > b->x)
+ return +1;
+ return 0;
+}
+
+/*
+ * Normally this function is passed an (x,y,mask) set description.
+ * On occasions, though, there is no _localised_ set being used,
+ * and the set being perturbed is supposed to be the entirety of
+ * the unreachable area. This is signified by the special case
+ * mask==0: in this case, anything labelled -2 in the grid is part
+ * of the set.
+ *
+ * Allowing perturbation in this special case appears to make it
+ * guaranteeably possible to generate a workable grid for any mine
+ * density, but they tend to be a bit boring, with mines packed
+ * densely into far corners of the grid and the remainder being
+ * less dense than one might like. Therefore, to improve overall
+ * grid quality I disable this feature for the first few attempts,
+ * and fall back to it after no useful grid has been generated.
+ */
+static struct perturbations *mineperturb(void *vctx, signed char *grid,
+ int setx, int sety, int mask)
+{
+ struct minectx *ctx = (struct minectx *)vctx;
+ struct square *sqlist;
+ int x, y, dx, dy, i, n, nfull, nempty;
+ struct square **tofill, **toempty, **todo;
+ int ntofill, ntoempty, ntodo, dtodo, dset;
+ struct perturbations *ret;
+ int *setlist;
+
+ if (!mask && !ctx->allow_big_perturbs)
+ return NULL;
+
+ /*
+ * Make a list of all the squares in the grid which we can
+ * possibly use. This list should be in preference order, which
+ * means
+ *
+ * - first, unknown squares on the boundary of known space
+ * - next, unknown squares beyond that boundary
+ * - as a very last resort, known squares, but not within one
+ * square of the starting position.
+ *
+ * Each of these sections needs to be shuffled independently.
+ * We do this by preparing list of all squares and then sorting
+ * it with a random secondary key.
+ */
+ sqlist = snewn(ctx->w * ctx->h, struct square);
+ n = 0;
+ for (y = 0; y < ctx->h; y++)
+ for (x = 0; x < ctx->w; x++) {
+ /*
+ * If this square is too near the starting position,
+ * don't put it on the list at all.
+ */
+ if (abs(y - ctx->sy) <= 1 && abs(x - ctx->sx) <= 1)
+ continue;
+
+ /*
+ * If this square is in the input set, also don't put
+ * it on the list!
+ */
+ if ((mask == 0 && grid[y*ctx->w+x] == -2) ||
+ (x >= setx && x < setx + 3 &&
+ y >= sety && y < sety + 3 &&
+ mask & (1 << ((y-sety)*3+(x-setx)))))
+ continue;
+
+ sqlist[n].x = x;
+ sqlist[n].y = y;
+
+ if (grid[y*ctx->w+x] != -2) {
+ sqlist[n].type = 3; /* known square */
+ } else {
+ /*
+ * Unknown square. Examine everything around it and
+ * see if it borders on any known squares. If it
+ * does, it's class 1, otherwise it's 2.
+ */
+
+ sqlist[n].type = 2;
+
+ for (dy = -1; dy <= +1; dy++)
+ for (dx = -1; dx <= +1; dx++)
+ if (x+dx >= 0 && x+dx < ctx->w &&
+ y+dy >= 0 && y+dy < ctx->h &&
+ grid[(y+dy)*ctx->w+(x+dx)] != -2) {
+ sqlist[n].type = 1;
+ break;
+ }
+ }
+
+ /*
+ * Finally, a random number to cause qsort to
+ * shuffle within each group.
+ */
+ sqlist[n].random = random_bits(ctx->rs, 31);
+
+ n++;
+ }
+
+ qsort(sqlist, n, sizeof(struct square), squarecmp);
+
+ /*
+ * Now count up the number of full and empty squares in the set
+ * we've been provided.
+ */
+ nfull = nempty = 0;
+ if (mask) {
+ for (dy = 0; dy < 3; dy++)
+ for (dx = 0; dx < 3; dx++)
+ if (mask & (1 << (dy*3+dx))) {
+ assert(setx+dx <= ctx->w);
+ assert(sety+dy <= ctx->h);
+ if (ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
+ nfull++;
+ else
+ nempty++;
+ }
+ } else {
+ for (y = 0; y < ctx->h; y++)
+ for (x = 0; x < ctx->w; x++)
+ if (grid[y*ctx->w+x] == -2) {
+ if (ctx->grid[y*ctx->w+x])
+ nfull++;
+ else
+ nempty++;
+ }
+ }
+
+ /*
+ * Now go through our sorted list until we find either `nfull'
+ * empty squares, or `nempty' full squares; these will be
+ * swapped with the appropriate squares in the set to either
+ * fill or empty the set while keeping the same number of mines
+ * overall.
+ */
+ ntofill = ntoempty = 0;
+ if (mask) {
+ tofill = snewn(9, struct square *);
+ toempty = snewn(9, struct square *);
+ } else {
+ tofill = snewn(ctx->w * ctx->h, struct square *);
+ toempty = snewn(ctx->w * ctx->h, struct square *);
+ }
+ for (i = 0; i < n; i++) {
+ struct square *sq = &sqlist[i];
+ if (ctx->grid[sq->y * ctx->w + sq->x])
+ toempty[ntoempty++] = sq;
+ else
+ tofill[ntofill++] = sq;
+ if (ntofill == nfull || ntoempty == nempty)
+ break;
+ }
+
+ /*
+ * If we haven't found enough empty squares outside the set to
+ * empty it into _or_ enough full squares outside it to fill it
+ * up with, we'll have to settle for doing only a partial job.
+ * In this case we choose to always _fill_ the set (because
+ * this case will tend to crop up when we're working with very
+ * high mine densities and the only way to get a solvable grid
+ * is going to be to pack most of the mines solidly around the
+ * edges). So now our job is to make a list of the empty
+ * squares in the set, and shuffle that list so that we fill a
+ * random selection of them.
+ */
+ if (ntofill != nfull && ntoempty != nempty) {
+ int k;
+
+ assert(ntoempty != 0);
+
+ setlist = snewn(ctx->w * ctx->h, int);
+ i = 0;
+ if (mask) {
+ for (dy = 0; dy < 3; dy++)
+ for (dx = 0; dx < 3; dx++)
+ if (mask & (1 << (dy*3+dx))) {
+ assert(setx+dx <= ctx->w);
+ assert(sety+dy <= ctx->h);
+ if (!ctx->grid[(sety+dy)*ctx->w+(setx+dx)])
+ setlist[i++] = (sety+dy)*ctx->w+(setx+dx);
+ }
+ } else {
+ for (y = 0; y < ctx->h; y++)
+ for (x = 0; x < ctx->w; x++)
+ if (grid[y*ctx->w+x] == -2) {
+ if (!ctx->grid[y*ctx->w+x])
+ setlist[i++] = y*ctx->w+x;
+ }
+ }
+ assert(i > ntoempty);
+ /*
+ * Now pick `ntoempty' items at random from the list.
+ */
+ for (k = 0; k < ntoempty; k++) {
+ int index = k + random_upto(ctx->rs, i - k);
+ int tmp;
+
+ tmp = setlist[k];
+ setlist[k] = setlist[index];
+ setlist[index] = tmp;
+ }
+ } else
+ setlist = NULL;
+
+ /*
+ * Now we're pretty much there. We need to either
+ * (a) put a mine in each of the empty squares in the set, and
+ * take one out of each square in `toempty'
+ * (b) take a mine out of each of the full squares in the set,
+ * and put one in each square in `tofill'
+ * depending on which one we've found enough squares to do.
+ *
+ * So we start by constructing our list of changes to return to
+ * the solver, so that it can update its data structures
+ * efficiently rather than having to rescan the whole grid.
+ */
+ ret = snew(struct perturbations);
+ if (ntofill == nfull) {
+ todo = tofill;
+ ntodo = ntofill;
+ dtodo = +1;
+ dset = -1;
+ sfree(toempty);
+ } else {
+ /*
+ * (We also fall into this case if we've constructed a
+ * setlist.)
+ */
+ todo = toempty;
+ ntodo = ntoempty;
+ dtodo = -1;
+ dset = +1;
+ sfree(tofill);
+ }
+ ret->n = 2 * ntodo;
+ ret->changes = snewn(ret->n, struct perturbation);
+ for (i = 0; i < ntodo; i++) {
+ ret->changes[i].x = todo[i]->x;
+ ret->changes[i].y = todo[i]->y;
+ ret->changes[i].delta = dtodo;
+ }
+ /* now i == ntodo */
+ if (setlist) {
+ int j;
+ assert(todo == toempty);
+ for (j = 0; j < ntoempty; j++) {
+ ret->changes[i].x = setlist[j] % ctx->w;
+ ret->changes[i].y = setlist[j] / ctx->w;
+ ret->changes[i].delta = dset;
+ i++;
+ }
+ sfree(setlist);
+ } else if (mask) {
+ for (dy = 0; dy < 3; dy++)
+ for (dx = 0; dx < 3; dx++)
+ if (mask & (1 << (dy*3+dx))) {
+ int currval = (ctx->grid[(sety+dy)*ctx->w+(setx+dx)] ? +1 : -1);
+ if (dset == -currval) {
+ ret->changes[i].x = setx + dx;
+ ret->changes[i].y = sety + dy;
+ ret->changes[i].delta = dset;
+ i++;
+ }
+ }
+ } else {
+ for (y = 0; y < ctx->h; y++)
+ for (x = 0; x < ctx->w; x++)
+ if (grid[y*ctx->w+x] == -2) {
+ int currval = (ctx->grid[y*ctx->w+x] ? +1 : -1);
+ if (dset == -currval) {
+ ret->changes[i].x = x;
+ ret->changes[i].y = y;
+ ret->changes[i].delta = dset;
+ i++;
+ }
+ }
+ }
+ assert(i == ret->n);
+
+ sfree(sqlist);
+ sfree(todo);
+
+ /*
+ * Having set up the precise list of changes we're going to
+ * make, we now simply make them and return.
+ */
+ for (i = 0; i < ret->n; i++) {
+ int delta;
+
+ x = ret->changes[i].x;
+ y = ret->changes[i].y;
+ delta = ret->changes[i].delta;
+
+ /*
+ * Check we're not trying to add an existing mine or remove
+ * an absent one.
+ */
+ assert((delta < 0) ^ (ctx->grid[y*ctx->w+x] == 0));
+
+ /*
+ * Actually make the change.
+ */
+ ctx->grid[y*ctx->w+x] = (delta > 0);
+
+ /*
+ * Update any numbers already present in the grid.
+ */
+ for (dy = -1; dy <= +1; dy++)
+ for (dx = -1; dx <= +1; dx++)
+ if (x+dx >= 0 && x+dx < ctx->w &&
+ y+dy >= 0 && y+dy < ctx->h &&
+ grid[(y+dy)*ctx->w+(x+dx)] != -2) {
+ if (dx == 0 && dy == 0) {
+ /*
+ * The square itself is marked as known in
+ * the grid. Mark it as a mine if it's a
+ * mine, or else work out its number.
+ */
+ if (delta > 0) {
+ grid[y*ctx->w+x] = -1;
+ } else {
+ int dx2, dy2, minecount = 0;
+ for (dy2 = -1; dy2 <= +1; dy2++)
+ for (dx2 = -1; dx2 <= +1; dx2++)
+ if (x+dx2 >= 0 && x+dx2 < ctx->w &&
+ y+dy2 >= 0 && y+dy2 < ctx->h &&
+ ctx->grid[(y+dy2)*ctx->w+(x+dx2)])
+ minecount++;
+ grid[y*ctx->w+x] = minecount;
+ }
+ } else {
+ if (grid[(y+dy)*ctx->w+(x+dx)] >= 0)
+ grid[(y+dy)*ctx->w+(x+dx)] += delta;
+ }
+ }
+ }
+
+#ifdef GENERATION_DIAGNOSTICS
+ {
+ int yy, xx;
+ printf("grid after perturbing:\n");
+ for (yy = 0; yy < ctx->h; yy++) {
+ for (xx = 0; xx < ctx->w; xx++) {
+ int v = ctx->grid[yy*ctx->w+xx];
+ if (yy == ctx->sy && xx == ctx->sx) {
+ assert(!v);
+ putchar('S');
+ } else if (v) {
+ putchar('*');
+ } else {
+ putchar('-');
+ }
+ }
+ putchar('\n');
+ }
+ printf("\n");
+ }
+#endif
+
+ return ret;
+}
+
+static char *minegen(int w, int h, int n, int x, int y, int unique,
+ random_state *rs)
+{
+ char *ret = snewn(w*h, char);
+ int success;
+ int ntries = 0;
+
+ do {
+ success = FALSE;
+ ntries++;
+
+ memset(ret, 0, w*h);
+
+ /*
+ * Start by placing n mines, none of which is at x,y or within
+ * one square of it.
+ */
+ {
+ int *tmp = snewn(w*h, int);
+ int i, j, k, nn;
+
+ /*
+ * Write down the list of possible mine locations.
+ */
+ k = 0;
+ for (i = 0; i < h; i++)
+ for (j = 0; j < w; j++)
+ if (abs(i - y) > 1 || abs(j - x) > 1)
+ tmp[k++] = i*w+j;
+
+ /*
+ * Now pick n off the list at random.
+ */
+ nn = n;
+ while (nn-- > 0) {
+ i = random_upto(rs, k);
+ ret[tmp[i]] = 1;
+ tmp[i] = tmp[--k];
+ }
+
+ sfree(tmp);
+ }
+
+#ifdef GENERATION_DIAGNOSTICS
+ {
+ int yy, xx;
+ printf("grid after initial generation:\n");
+ for (yy = 0; yy < h; yy++) {
+ for (xx = 0; xx < w; xx++) {
+ int v = ret[yy*w+xx];
+ if (yy == y && xx == x) {
+ assert(!v);
+ putchar('S');
+ } else if (v) {
+ putchar('*');
+ } else {
+ putchar('-');
+ }
+ }
+ putchar('\n');
+ }
+ printf("\n");
+ }
+#endif
+
+ /*
+ * Now set up a results grid to run the solver in, and a
+ * context for the solver to open squares. Then run the solver
+ * repeatedly; if the number of perturb steps ever goes up or
+ * it ever returns -1, give up completely.
+ *
+ * We bypass this bit if we're not after a unique grid.
+ */
+ if (unique) {
+ signed char *solvegrid = snewn(w*h, signed char);
+ struct minectx actx, *ctx = &actx;
+ int solveret, prevret = -2;
+
+ ctx->grid = ret;
+ ctx->w = w;
+ ctx->h = h;
+ ctx->sx = x;
+ ctx->sy = y;
+ ctx->rs = rs;
+ ctx->allow_big_perturbs = (ntries > 100);
+
+ while (1) {
+ memset(solvegrid, -2, w*h);
+ solvegrid[y*w+x] = mineopen(ctx, x, y);
+ assert(solvegrid[y*w+x] == 0); /* by deliberate arrangement */
+
+ solveret =
+ minesolve(w, h, n, solvegrid, mineopen, mineperturb, ctx, rs);
+ if (solveret < 0 || (prevret >= 0 && solveret >= prevret)) {
+ success = FALSE;
+ break;
+ } else if (solveret == 0) {
+ success = TRUE;
+ break;
+ }
+ }
+
+ sfree(solvegrid);
+ } else {
+ success = TRUE;
+ }
+
+ } while (!success);
+
+ return ret;
+}
+
+static char *describe_layout(char *grid, int area, int x, int y,
+ int obfuscate)
+{
+ char *ret, *p;
+ unsigned char *bmp;
+ int i;
+
+ /*
+ * Set up the mine bitmap and obfuscate it.
+ */
+ bmp = snewn((area + 7) / 8, unsigned char);
+ memset(bmp, 0, (area + 7) / 8);
+ for (i = 0; i < area; i++) {
+ if (grid[i])
+ bmp[i / 8] |= 0x80 >> (i % 8);
+ }
+ if (obfuscate)
+ obfuscate_bitmap(bmp, area, FALSE);
+
+ /*
+ * Now encode the resulting bitmap in hex. We can work to
+ * nibble rather than byte granularity, since the obfuscation
+ * function guarantees to return a bit string of the same
+ * length as its input.
+ */
+ ret = snewn((area+3)/4 + 100, char);
+ p = ret + sprintf(ret, "%d,%d,%s", x, y,
+ obfuscate ? "m" : "u"); /* 'm' == masked */
+ for (i = 0; i < (area+3)/4; i++) {
+ int v = bmp[i/2];
+ if (i % 2 == 0)
+ v >>= 4;
+ *p++ = "0123456789abcdef"[v & 0xF];
+ }
+ *p = '\0';
+
+ sfree(bmp);
+
+ return ret;
+}
+
+static char *new_mine_layout(int w, int h, int n, int x, int y, int unique,
+ random_state *rs, char **game_desc)
+{
+ char *grid;
+
+#ifdef TEST_OBFUSCATION
+ static int tested_obfuscation = FALSE;
+ if (!tested_obfuscation) {
+ /*
+ * A few simple test vectors for the obfuscator.
+ *
+ * First test: the 28-bit stream 1234567. This divides up
+ * into 1234 and 567[0]. The SHA of 56 70 30 (appending
+ * "0") is 15ce8ab946640340bbb99f3f48fd2c45d1a31d30. Thus,
+ * we XOR the 16-bit string 15CE into the input 1234 to get
+ * 07FA. Next, we SHA that with "0": the SHA of 07 FA 30 is
+ * 3370135c5e3da4fed937adc004a79533962b6391. So we XOR the
+ * 12-bit string 337 into the input 567 to get 650. Thus
+ * our output is 07FA650.
+ */
+ {
+ unsigned char bmp1[] = "\x12\x34\x56\x70";
+ obfuscate_bitmap(bmp1, 28, FALSE);
+ printf("test 1 encode: %s\n",
+ memcmp(bmp1, "\x07\xfa\x65\x00", 4) ? "failed" : "passed");
+ obfuscate_bitmap(bmp1, 28, TRUE);
+ printf("test 1 decode: %s\n",
+ memcmp(bmp1, "\x12\x34\x56\x70", 4) ? "failed" : "passed");
+ }
+ /*
+ * Second test: a long string to make sure we switch from
+ * one SHA to the next correctly. My input string this time
+ * is simply fifty bytes of zeroes.
+ */
+ {
+ unsigned char bmp2[50];
+ unsigned char bmp2a[50];
+ memset(bmp2, 0, 50);
+ memset(bmp2a, 0, 50);
+ obfuscate_bitmap(bmp2, 50 * 8, FALSE);
+ /*
+ * SHA of twenty-five zero bytes plus "0" is
+ * b202c07b990c01f6ff2d544707f60e506019b671. SHA of
+ * twenty-five zero bytes plus "1" is
+ * fcb1d8b5a2f6b592fe6780b36aa9d65dd7aa6db9. Thus our
+ * first half becomes
+ * b202c07b990c01f6ff2d544707f60e506019b671fcb1d8b5a2.
+ *
+ * SHA of that lot plus "0" is
+ * 10b0af913db85d37ca27f52a9f78bba3a80030db. SHA of the
+ * same string plus "1" is
+ * 3d01d8df78e76d382b8106f480135a1bc751d725. So the
+ * second half becomes
+ * 10b0af913db85d37ca27f52a9f78bba3a80030db3d01d8df78.
+ */
+ printf("test 2 encode: %s\n",
+ memcmp(bmp2, "\xb2\x02\xc0\x7b\x99\x0c\x01\xf6\xff\x2d\x54"
+ "\x47\x07\xf6\x0e\x50\x60\x19\xb6\x71\xfc\xb1\xd8"
+ "\xb5\xa2\x10\xb0\xaf\x91\x3d\xb8\x5d\x37\xca\x27"
+ "\xf5\x2a\x9f\x78\xbb\xa3\xa8\x00\x30\xdb\x3d\x01"
+ "\xd8\xdf\x78", 50) ? "failed" : "passed");
+ obfuscate_bitmap(bmp2, 50 * 8, TRUE);
+ printf("test 2 decode: %s\n",
+ memcmp(bmp2, bmp2a, 50) ? "failed" : "passed");
+ }
+ }
+#endif
+
+ grid = minegen(w, h, n, x, y, unique, rs);
+
+ if (game_desc)
+ *game_desc = describe_layout(grid, w * h, x, y, TRUE);
+
+ return grid;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ /*
+ * We generate the coordinates of an initial click even if they
+ * aren't actually used. This has the effect of harmonising the
+ * random number usage between interactive and batch use: if
+ * you use `mines --generate' with an explicit random seed, you
+ * should get exactly the same results as if you type the same
+ * random seed into the interactive game and click in the same
+ * initial location. (Of course you won't get the same grid if
+ * you click in a _different_ initial location, but there's
+ * nothing to be done about that.)
+ */
+ int x = random_upto(rs, params->w);
+ int y = random_upto(rs, params->h);
+
+ if (!interactive) {
+ /*
+ * For batch-generated grids, pre-open one square.
+ */
+ char *grid;
+ char *desc;
+
+ grid = new_mine_layout(params->w, params->h, params->n,
+ x, y, params->unique, rs, &desc);
+ sfree(grid);
+ return desc;
+ } else {
+ char *rsdesc, *desc;
+
+ rsdesc = random_state_encode(rs);
+ desc = snewn(strlen(rsdesc) + 100, char);
+ sprintf(desc, "r%d,%c,%s", params->n, (char)(params->unique ? 'u' : 'a'), rsdesc);
+ sfree(rsdesc);
+ return desc;
+ }
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int wh = params->w * params->h;
+ int x, y;
+
+ if (*desc == 'r') {
+ desc++;
+ if (!*desc || !isdigit((unsigned char)*desc))
+ return "No initial mine count in game description";
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over mine count */
+ if (*desc != ',')
+ return "No ',' after initial x-coordinate in game description";
+ desc++;
+ if (*desc != 'u' && *desc != 'a')
+ return "No uniqueness specifier in game description";
+ desc++;
+ if (*desc != ',')
+ return "No ',' after uniqueness specifier in game description";
+ /* now ignore the rest */
+ } else {
+ if (*desc && isdigit((unsigned char)*desc)) {
+ x = atoi(desc);
+ if (x < 0 || x >= params->w)
+ return "Initial x-coordinate was out of range";
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over x coordinate */
+ if (*desc != ',')
+ return "No ',' after initial x-coordinate in game description";
+ desc++; /* eat comma */
+ if (!*desc || !isdigit((unsigned char)*desc))
+ return "No initial y-coordinate in game description";
+ y = atoi(desc);
+ if (y < 0 || y >= params->h)
+ return "Initial y-coordinate was out of range";
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over y coordinate */
+ if (*desc != ',')
+ return "No ',' after initial y-coordinate in game description";
+ desc++; /* eat comma */
+ }
+ /* eat `m' for `masked' or `u' for `unmasked', if present */
+ if (*desc == 'm' || *desc == 'u')
+ desc++;
+ /* now just check length of remainder */
+ if (strlen(desc) != (wh+3)/4)
+ return "Game description is wrong length";
+ }
+
+ return NULL;
+}
+
+static int open_square(game_state *state, int x, int y)
+{
+ int w = state->w, h = state->h;
+ int xx, yy, nmines, ncovered;
+
+ if (!state->layout->mines) {
+ /*
+ * We have a preliminary game in which the mine layout
+ * hasn't been generated yet. Generate it based on the
+ * initial click location.
+ */
+ char *desc, *privdesc;
+ state->layout->mines = new_mine_layout(w, h, state->layout->n,
+ x, y, state->layout->unique,
+ state->layout->rs,
+ &desc);
+ /*
+ * Find the trailing substring of the game description
+ * corresponding to just the mine layout; we will use this
+ * as our second `private' game ID for serialisation.
+ */
+ privdesc = desc;
+ while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
+ if (*privdesc == ',') privdesc++;
+ while (*privdesc && isdigit((unsigned char)*privdesc)) privdesc++;
+ if (*privdesc == ',') privdesc++;
+ assert(*privdesc == 'm');
+ midend_supersede_game_desc(state->layout->me, desc, privdesc);
+ sfree(desc);
+ random_free(state->layout->rs);
+ state->layout->rs = NULL;
+ }
+
+ if (state->layout->mines[y*w+x]) {
+ /*
+ * The player has landed on a mine. Bad luck. Expose the
+ * mine that killed them, but not the rest (in case they
+ * want to Undo and carry on playing).
+ */
+ state->dead = TRUE;
+ state->grid[y*w+x] = 65;
+ return -1;
+ }
+
+ /*
+ * Otherwise, the player has opened a safe square. Mark it to-do.
+ */
+ state->grid[y*w+x] = -10; /* `todo' value internal to this func */
+
+ /*
+ * Now go through the grid finding all `todo' values and
+ * opening them. Every time one of them turns out to have no
+ * neighbouring mines, we add all its unopened neighbours to
+ * the list as well.
+ *
+ * FIXME: We really ought to be able to do this better than
+ * using repeated N^2 scans of the grid.
+ */
+ while (1) {
+ int done_something = FALSE;
+
+ for (yy = 0; yy < h; yy++)
+ for (xx = 0; xx < w; xx++)
+ if (state->grid[yy*w+xx] == -10) {
+ int dx, dy, v;
+
+ assert(!state->layout->mines[yy*w+xx]);
+
+ v = 0;
+
+ for (dx = -1; dx <= +1; dx++)
+ for (dy = -1; dy <= +1; dy++)
+ if (xx+dx >= 0 && xx+dx < state->w &&
+ yy+dy >= 0 && yy+dy < state->h &&
+ state->layout->mines[(yy+dy)*w+(xx+dx)])
+ v++;
+
+ state->grid[yy*w+xx] = v;
+
+ if (v == 0) {
+ for (dx = -1; dx <= +1; dx++)
+ for (dy = -1; dy <= +1; dy++)
+ if (xx+dx >= 0 && xx+dx < state->w &&
+ yy+dy >= 0 && yy+dy < state->h &&
+ state->grid[(yy+dy)*w+(xx+dx)] == -2)
+ state->grid[(yy+dy)*w+(xx+dx)] = -10;
+ }
+
+ done_something = TRUE;
+ }
+
+ if (!done_something)
+ break;
+ }
+
+ /*
+ * Finally, scan the grid and see if exactly as many squares
+ * are still covered as there are mines. If so, set the `won'
+ * flag and fill in mine markers on all covered squares.
+ */
+ nmines = ncovered = 0;
+ for (yy = 0; yy < h; yy++)
+ for (xx = 0; xx < w; xx++) {
+ if (state->grid[yy*w+xx] < 0)
+ ncovered++;
+ if (state->layout->mines[yy*w+xx])
+ nmines++;
+ }
+ assert(ncovered >= nmines);
+ if (ncovered == nmines) {
+ for (yy = 0; yy < h; yy++)
+ for (xx = 0; xx < w; xx++) {
+ if (state->grid[yy*w+xx] < 0)
+ state->grid[yy*w+xx] = -1;
+ }
+ state->won = TRUE;
+ }
+
+ return 0;
+}
+
+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, masked;
+ unsigned char *bmp;
+
+ state->w = params->w;
+ state->h = params->h;
+ state->n = params->n;
+ state->dead = state->won = FALSE;
+ state->used_solve = FALSE;
+
+ wh = state->w * state->h;
+
+ state->layout = snew(struct mine_layout);
+ memset(state->layout, 0, sizeof(struct mine_layout));
+ state->layout->refcount = 1;
+
+ state->grid = snewn(wh, signed char);
+ memset(state->grid, -2, wh);
+
+ if (*desc == 'r') {
+ desc++;
+ state->layout->n = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over mine count */
+ if (*desc) desc++; /* eat comma */
+ if (*desc == 'a')
+ state->layout->unique = FALSE;
+ else
+ state->layout->unique = TRUE;
+ desc++;
+ if (*desc) desc++; /* eat comma */
+
+ state->layout->mines = NULL;
+ state->layout->rs = random_state_decode(desc);
+ state->layout->me = me;
+
+ } else {
+ state->layout->rs = NULL;
+ state->layout->me = NULL;
+ state->layout->mines = snewn(wh, char);
+
+ if (*desc && isdigit((unsigned char)*desc)) {
+ x = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over x coordinate */
+ if (*desc) desc++; /* eat comma */
+ y = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc))
+ desc++; /* skip over y coordinate */
+ if (*desc) desc++; /* eat comma */
+ } else {
+ x = y = -1;
+ }
+
+ if (*desc == 'm') {
+ masked = TRUE;
+ desc++;
+ } else {
+ if (*desc == 'u')
+ desc++;
+ /*
+ * We permit game IDs to be entered by hand without the
+ * masking transformation.
+ */
+ masked = FALSE;
+ }
+
+ bmp = snewn((wh + 7) / 8, unsigned char);
+ memset(bmp, 0, (wh + 7) / 8);
+ for (i = 0; i < (wh+3)/4; i++) {
+ int c = desc[i];
+ int v;
+
+ assert(c != 0); /* validate_desc should have caught */
+ if (c >= '0' && c <= '9')
+ v = c - '0';
+ else if (c >= 'a' && c <= 'f')
+ v = c - 'a' + 10;
+ else if (c >= 'A' && c <= 'F')
+ v = c - 'A' + 10;
+ else
+ v = 0;
+
+ bmp[i / 2] |= v << (4 * (1 - (i % 2)));
+ }
+
+ if (masked)
+ obfuscate_bitmap(bmp, wh, TRUE);
+
+ memset(state->layout->mines, 0, wh);
+ for (i = 0; i < wh; i++) {
+ if (bmp[i / 8] & (0x80 >> (i % 8)))
+ state->layout->mines[i] = 1;
+ }
+
+ if (x >= 0 && y >= 0)
+ open_square(state, x, y);
+ sfree(bmp);
+ }
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+ ret->n = state->n;
+ ret->dead = state->dead;
+ ret->won = state->won;
+ ret->used_solve = state->used_solve;
+ ret->layout = state->layout;
+ ret->layout->refcount++;
+ ret->grid = snewn(ret->w * ret->h, signed char);
+ memcpy(ret->grid, state->grid, ret->w * ret->h);
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ if (--state->layout->refcount <= 0) {
+ sfree(state->layout->mines);
+ if (state->layout->rs)
+ random_free(state->layout->rs);
+ sfree(state->layout);
+ }
+ sfree(state->grid);
+ sfree(state);
+}
+
+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";
+ return NULL;
+ }
+
+ return dupstr("S");
+}
+
+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;
+
+ ret = snewn((state->w + 1) * state->h + 1, char);
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int v = state->grid[y*state->w+x];
+ if (v == 0)
+ v = '-';
+ else if (v >= 1 && v <= 8)
+ v = '0' + v;
+ else if (v == -1)
+ v = '*';
+ else if (v == -2 || v == -3)
+ v = '?';
+ else if (v >= 64)
+ v = '!';
+ ret[y * (state->w+1) + x] = v;
+ }
+ ret[y * (state->w+1) + state->w] = '\n';
+ }
+ ret[(state->w + 1) * state->h] = '\0';
+
+ return ret;
+}
+
+struct game_ui {
+ int hx, hy, hradius; /* for mouse-down highlights */
+ int validradius;
+ int flash_is_death;
+ int deaths, completed;
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->hx = ui->hy = -1;
+ 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;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ char buf[80];
+ /*
+ * 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, const char *encoding)
+{
+ 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, const game_state *oldstate,
+ const game_state *newstate)
+{
+ if (newstate->won)
+ ui->completed = TRUE;
+}
+
+struct game_drawstate {
+ int w, h, started, tilesize, bg;
+ signed char *grid;
+ /*
+ * Items in this `grid' array have all the same values as in
+ * the game_state grid, and in addition:
+ *
+ * - -10 means the tile was drawn `specially' as a result of a
+ * flash, so it will always need redrawing.
+ *
+ * - -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(const game_state *from, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int cx, cy;
+ char buf[256];
+
+ if (from->dead || from->won)
+ return NULL; /* no further moves permitted */
+
+ 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)
+ return NULL;
+
+ /*
+ * Mouse-downs and mouse-drags just cause highlighting
+ * updates.
+ */
+ 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 "";
+ }
+
+ if (button == RIGHT_BUTTON) {
+ if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
+ return NULL;
+
+ /*
+ * Right-clicking only works on a covered square, and it
+ * toggles between -1 (marked as mine) and -2 (not marked
+ * as mine).
+ *
+ * FIXME: question marks.
+ */
+ if (from->grid[cy * from->w + cx] != -2 &&
+ from->grid[cy * from->w + cx] != -1)
+ return NULL;
+
+ sprintf(buf, "F%d,%d", cx, cy);
+ return dupstr(buf);
+ }
+
+ if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
+ ui->hx = ui->hy = -1;
+ ui->hradius = 0;
+
+ /*
+ * At this stage we must never return NULL: we have adjusted
+ * the ui, so at worst we return "".
+ */
+ if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
+ return "";
+
+ /*
+ * Left-clicking on a covered square opens a tile. Not
+ * permitted if the tile is marked as a mine, for safety.
+ * (Unmark it and _then_ open it.)
+ */
+ if (button == LEFT_RELEASE &&
+ (from->grid[cy * from->w + cx] == -2 ||
+ 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++;
+
+ 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 && ui->validradius == 1) {
+ int dy, dx, n;
+
+ /* Count mine markers. */
+ n = 0;
+ for (dy = -1; dy <= +1; dy++)
+ for (dx = -1; dx <= +1; dx++)
+ if (cx+dx >= 0 && cx+dx < from->w &&
+ cy+dy >= 0 && cy+dy < from->h) {
+ if (from->grid[(cy+dy)*from->w+(cx+dx)] == -1)
+ n++;
+ }
+
+ if (n == from->grid[cy * from->w + cx]) {
+
+ /*
+ * Now see if any of the squares we're clearing
+ * contains a mine (which will happen iff you've
+ * incorrectly marked the mines around the clicked
+ * square). If so, we open _just_ those squares, to
+ * reveal as little additional information as we
+ * can.
+ */
+ char *p = buf;
+ char *sep = "";
+
+ for (dy = -1; dy <= +1; dy++)
+ for (dx = -1; dx <= +1; dx++)
+ if (cx+dx >= 0 && cx+dx < from->w &&
+ cy+dy >= 0 && cy+dy < from->h) {
+ if (from->grid[(cy+dy)*from->w+(cx+dx)] != -1 &&
+ from->layout->mines &&
+ from->layout->mines[(cy+dy)*from->w+(cx+dx)]) {
+ p += sprintf(p, "%sO%d,%d", sep, cx+dx, cy+dy);
+ sep = ";";
+ }
+ }
+
+ if (p > buf) {
+ ui->deaths++;
+ } else {
+ sprintf(buf, "C%d,%d", cx, cy);
+ }
+
+ return dupstr(buf);
+ }
+ }
+
+ return "";
+ }
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ int cy, cx;
+ game_state *ret;
+
+ if (!strcmp(move, "S")) {
+ int yy, xx;
+
+ ret = dup_game(from);
+ 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);
+
+ while (*move) {
+ if (move[0] == 'F' &&
+ sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
+ cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
+ ret->grid[cy * from->w + cx] ^= (-2 ^ -1);
+ } else if (move[0] == 'O' &&
+ sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
+ cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
+ open_square(ret, cx, cy);
+ } else if (move[0] == 'C' &&
+ sscanf(move+1, "%d,%d", &cx, &cy) == 2 &&
+ cx >= 0 && cx < from->w && cy >= 0 && cy < from->h) {
+ int dx, dy;
+
+ for (dy = -1; dy <= +1; dy++)
+ for (dx = -1; dx <= +1; dx++)
+ if (cx+dx >= 0 && cx+dx < ret->w &&
+ cy+dy >= 0 && cy+dy < ret->h &&
+ (ret->grid[(cy+dy)*ret->w+(cx+dx)] == -2 ||
+ ret->grid[(cy+dy)*ret->w+(cx+dx)] == -3))
+ open_square(ret, cx+dx, cy+dy);
+ } else {
+ free_game(ret);
+ return NULL;
+ }
+
+ while (*move && *move != ';') move++;
+ if (*move) move++;
+ }
+
+ return ret;
+ }
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+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;
+ ads.tilesize = tilesize;
+
+ *x = BORDER * 2 + TILE_SIZE * params->w;
+ *y = BORDER * 2 + TILE_SIZE * params->h;
+}
+
+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, 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] * 19.0F / 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;
+ ret[COL_1 * 3 + 2] = 1.0F;
+
+ ret[COL_2 * 3 + 0] = 0.0F;
+ ret[COL_2 * 3 + 1] = 0.5F;
+ ret[COL_2 * 3 + 2] = 0.0F;
+
+ ret[COL_3 * 3 + 0] = 1.0F;
+ ret[COL_3 * 3 + 1] = 0.0F;
+ ret[COL_3 * 3 + 2] = 0.0F;
+
+ ret[COL_4 * 3 + 0] = 0.0F;
+ ret[COL_4 * 3 + 1] = 0.0F;
+ ret[COL_4 * 3 + 2] = 0.5F;
+
+ ret[COL_5 * 3 + 0] = 0.5F;
+ ret[COL_5 * 3 + 1] = 0.0F;
+ ret[COL_5 * 3 + 2] = 0.0F;
+
+ ret[COL_6 * 3 + 0] = 0.0F;
+ ret[COL_6 * 3 + 1] = 0.5F;
+ ret[COL_6 * 3 + 2] = 0.5F;
+
+ ret[COL_7 * 3 + 0] = 0.0F;
+ ret[COL_7 * 3 + 1] = 0.0F;
+ ret[COL_7 * 3 + 2] = 0.0F;
+
+ ret[COL_8 * 3 + 0] = 0.5F;
+ ret[COL_8 * 3 + 1] = 0.5F;
+ ret[COL_8 * 3 + 2] = 0.5F;
+
+ ret[COL_MINE * 3 + 0] = 0.0F;
+ ret[COL_MINE * 3 + 1] = 0.0F;
+ ret[COL_MINE * 3 + 2] = 0.0F;
+
+ ret[COL_BANG * 3 + 0] = 1.0F;
+ ret[COL_BANG * 3 + 1] = 0.0F;
+ ret[COL_BANG * 3 + 2] = 0.0F;
+
+ ret[COL_CROSS * 3 + 0] = 1.0F;
+ ret[COL_CROSS * 3 + 1] = 0.0F;
+ ret[COL_CROSS * 3 + 2] = 0.0F;
+
+ ret[COL_FLAG * 3 + 0] = 1.0F;
+ ret[COL_FLAG * 3 + 1] = 0.0F;
+ ret[COL_FLAG * 3 + 2] = 0.0F;
+
+ ret[COL_FLAGBASE * 3 + 0] = 0.0F;
+ ret[COL_FLAGBASE * 3 + 1] = 0.0F;
+ ret[COL_FLAGBASE * 3 + 2] = 0.0F;
+
+ ret[COL_QUERY * 3 + 0] = 0.0F;
+ ret[COL_QUERY * 3 + 1] = 0.0F;
+ ret[COL_QUERY * 3 + 2] = 0.0F;
+
+ ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
+ ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
+ ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
+
+ ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 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(drawing *dr, const game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+
+ ds->w = state->w;
+ ds->h = state->h;
+ 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(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+static void draw_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, int v, int bg)
+{
+ if (v < 0) {
+ int coords[12];
+ int hl = 0;
+
+ if (v == -22 || v == -23) {
+ v += 20;
+
+ /*
+ * Omit the highlights in this case.
+ */
+ draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
+ bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg);
+ 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.
+ */
+ coords[0] = x + TILE_SIZE - 1;
+ coords[1] = y + TILE_SIZE - 1;
+ coords[2] = x + TILE_SIZE - 1;
+ coords[3] = y;
+ coords[4] = x;
+ coords[5] = y + TILE_SIZE - 1;
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl);
+
+ coords[0] = x;
+ coords[1] = y;
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT ^ hl,
+ COL_HIGHLIGHT ^ hl);
+
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
+ bg);
+ }
+
+ if (v == -1) {
+ /*
+ * Draw a flag.
+ */
+#define SETCOORD(n, dx, dy) do { \
+ coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
+ coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
+} while (0)
+ 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(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
+ FONT_VARIABLE, TILE_SIZE * 6 / 8,
+ ALIGN_VCENTRE | ALIGN_HCENTRE,
+ COL_QUERY, "?");
+ }
+ } else {
+ /*
+ * Clear the square to the background colour, and draw thin
+ * grid lines along the top and left.
+ *
+ * Exception is that for value 65 (mine we've just trodden
+ * on), we clear the square to COL_BANG.
+ */
+ 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(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) {
+ /*
+ * Mark a number.
+ */
+ char str[2];
+ str[0] = v + '0';
+ str[1] = '\0';
+ 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);
+
+ } else if (v >= 64) {
+ /*
+ * Mark a mine.
+ */
+ {
+ int cx = x + TILE_SIZE / 2;
+ int cy = y + TILE_SIZE / 2;
+ int r = TILE_SIZE / 2 - 3;
+
+ 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);
+ }
+
+ if (v == 66) {
+ /*
+ * Cross through the mine.
+ */
+ int dx;
+ for (dx = -1; dx <= +1; dx++) {
+ draw_line(dr, x + 3 + dx, y + 2,
+ x + TILE_SIZE - 3 + dx,
+ y + TILE_SIZE - 2, COL_CROSS);
+ draw_line(dr, x + TILE_SIZE - 3 + dx, y + 2,
+ x + 3 + dx, y + TILE_SIZE - 2,
+ COL_CROSS);
+ }
+ }
+ }
+ }
+
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
+}
+
+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 = (int)(flashtime / FLASH_FRAME);
+ if (frame % 2)
+ bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
+ else
+ bg = (ui->flash_is_death ? COL_BANG : COL_HIGHLIGHT);
+ } else
+ bg = COL_BACKGROUND;
+
+ if (!ds->started) {
+ int coords[10];
+
+ draw_rect(dr, 0, 0,
+ TILE_SIZE * state->w + 2 * BORDER,
+ TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
+ draw_update(dr, 0, 0,
+ TILE_SIZE * state->w + 2 * BORDER,
+ TILE_SIZE * state->h + 2 * BORDER);
+
+ /*
+ * Recessed area containing the whole puzzle.
+ */
+ coords[0] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
+ coords[1] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
+ coords[2] = COORD(state->w) + OUTER_HIGHLIGHT_WIDTH - 1;
+ coords[3] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
+ coords[4] = coords[2] - TILE_SIZE;
+ coords[5] = coords[3] + TILE_SIZE;
+ coords[8] = COORD(0) - OUTER_HIGHLIGHT_WIDTH;
+ coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1;
+ coords[6] = coords[8] + TILE_SIZE;
+ coords[7] = coords[9] - TILE_SIZE;
+ 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(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.
+ */
+ 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], 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 (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;
+
+ /*
+ * Update the status bar.
+ */
+ {
+ char statusbar[512];
+ if (state->dead) {
+ sprintf(statusbar, "DEAD!");
+ } else if (state->won) {
+ if (state->used_solve)
+ sprintf(statusbar, "Auto-solved.");
+ else
+ sprintf(statusbar, "COMPLETED!");
+ } else {
+ sprintf(statusbar, "Marked: %d / %d", markers, mines);
+ }
+ if (ui->deaths)
+ sprintf(statusbar + strlen(statusbar),
+ " Deaths: %d", ui->deaths);
+ status_bar(dr, statusbar);
+ }
+}
+
+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(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (oldstate->used_solve || newstate->used_solve)
+ return 0.0F;
+
+ if (dir > 0 && !oldstate->dead && !oldstate->won) {
+ if (newstate->dead) {
+ ui->flash_is_death = TRUE;
+ return 3 * FLASH_FRAME;
+ }
+ if (newstate->won) {
+ ui->flash_is_death = FALSE;
+ return 2 * FLASH_FRAME;
+ }
+ }
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ /*
+ * 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(const game_state *state, game_ui *ui)
+{
+ 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",
+ default_params,
+ game_fetch_preset, NULL,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ TRUE, game_timing_state,
+ BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON) | REQUIRE_RBUTTON,
+};
+
+#ifdef STANDALONE_OBFUSCATOR
+
+/*
+ * Vaguely useful stand-alone program which translates between
+ * obfuscated and clear Mines game descriptions. Pass in a game
+ * description on the command line, and if it's clear it will be
+ * obfuscated and vice versa. The output text should also be a
+ * valid game ID describing the same game. Like this:
+ *
+ * $ ./mineobfusc 9x9:4,4,mb071b49fbd1cb6a0d5868
+ * 9x9:4,4,004000007c00010022080
+ * $ ./mineobfusc 9x9:4,4,004000007c00010022080
+ * 9x9:4,4,mb071b49fbd1cb6a0d5868
+ */
+
+int main(int argc, char **argv)
+{
+ game_params *p;
+ game_state *s;
+ char *id = NULL, *desc, *err;
+ int y, x;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
+ return 1;
+ }
+
+ desc = strchr(id, ':');
+ if (!desc) {
+ fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+ return 1;
+ }
+ *desc++ = '\0';
+
+ p = default_params();
+ decode_params(p, id);
+ err = validate_desc(p, desc);
+ if (err) {
+ fprintf(stderr, "%s: %s\n", argv[0], err);
+ return 1;
+ }
+ s = new_game(NULL, p, desc);
+
+ x = atoi(desc);
+ while (*desc && *desc != ',') desc++;
+ if (*desc) desc++;
+ y = atoi(desc);
+ while (*desc && *desc != ',') desc++;
+ if (*desc) desc++;
+
+ printf("%s:%s\n", id, describe_layout(s->layout->mines,
+ p->w * p->h,
+ x, y,
+ (*desc != 'm')));
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */