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[/] [openrisc/] [trunk/] [rtos/] [ecos-2.0/] [packages/] [services/] [gfx/] [mw/] [v2_0/] [src/] [demos/] [nanox/] [landmine.c] - Rev 174
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/* * Landmine, the game. * Written for mini-X by David I. Bell. */ #include <stdio.h> #include <stdarg.h> #include <stdlib.h> #if UNIX | DOS_DJGPP #include <fcntl.h> #include <unistd.h> #include <time.h> #endif #define MWINCLUDECOLORS #include "nano-X.h" #define MINSIZE 3 /* minimum size of board */ #define MAXSIZE 30 /* maximum size of board */ #define SIZE 15 /* default size of playing board */ #define MINEPERCENT 15 /* default percentage of mines */ #define SAVEFILE "landmine.save" /* default save file name */ #define MAGIC 649351261 /* magic number in save files */ #define MAXPARAMS 1000 /* maximum different game parameters */ #define FULLSIZE (MAXSIZE + 2) /* board size including borders */ #ifdef __ECOS /* 240x320 screen values*/ #define BOARDGAP 2 /* millimeter gap around board */ #define RIGHTGAP 2 /* mm gap between board, right side */ #define BUTTONGAP 5 /* mm gap between buttons */ #define STATUSGAP 10 /* mm gap between buttons and status */ #define BUTTONWIDTH 80 /* width of buttons (pixels) */ #define BUTTONHEIGHT 25 /* height of buttons (pixels) */ #define RIGHTSIDE 90 /* pixels to guarantee for right side */ #define BOARDBORDER 2 /* border size around board */ #else #define BOARDGAP 10 /* millimeter gap around board */ #define RIGHTGAP 15 /* mm gap between board, right side */ #define BUTTONGAP 20 /* mm gap between buttons */ #define STATUSGAP 35 /* mm gap between buttons and status */ #define BUTTONWIDTH 80 /* width of buttons (pixels) */ #define BUTTONHEIGHT 25 /* height of buttons (pixels) */ #define RIGHTSIDE 150 /* pixels to guarantee for right side */ #define BOARDBORDER 2 /* border size around board */ #endif /* * Print the number of steps taken. * This is used twice, and is a macro to guarantee that * the two printouts match. */ #define PRINTSTEPS printline(2, "Steps: %3d\n", steps) /* * Typedefs local to this program. */ typedef unsigned short CELL; /* cell value */ typedef int POS; /* cell position */ /* * For defining bitmaps easily. */ #define X ((unsigned) 1) #define _ ((unsigned) 0) #define BITS(a,b,c,d,e,f,g,h,i) \ (((((((((a*2+b)*2+c)*2+d)*2+e)*2+f)*2+g)*2+h)*2+i) << 7) static GR_BITMAP twolegs_fg[] = { /* two legs foreground */ BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,_,X,_,_,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,X,_,X,_,X,_,X,_), BITS(_,X,_,X,X,X,_,X,_), BITS(_,_,_,X,_,X,_,_,_), BITS(_,_,_,X,_,X,_,_,_), BITS(_,_,X,X,_,X,X,_,_), BITS(_,_,_,_,_,_,_,_,_) }; static GR_BITMAP twolegs_bg[] = { /* two legs background */ BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,X,X,X,X,X,X,X,_), BITS(X,X,X,X,X,X,X,X,X), BITS(X,X,X,X,_,X,X,X,X), BITS(X,X,X,X,X,X,X,X,X), BITS(X,X,X,X,X,X,X,X,X), BITS(_,X,X,X,X,X,X,X,_), BITS(_,X,X,X,X,X,X,X,_), BITS(_,X,X,X,X,X,X,X,_) }; static GR_BITMAP oneleg_fg[] = { /* one leg foreground */ BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,_,X,_,_,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,X,_,X,_,X,_,X,_), BITS(_,_,_,X,X,X,_,X,_), BITS(_,_,_,_,_,X,_,_,_), BITS(_,_,_,_,_,X,_,_,_), BITS(_,_,_,_,_,X,X,_,_), BITS(_,_,_,_,_,_,_,_,_), }; static GR_BITMAP oneleg_bg[] = { /* one leg background */ BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,X,X,X,X,X,X,X,_), BITS(X,X,X,X,X,X,X,X,X), BITS(X,X,X,X,_,X,X,X,X), BITS(X,X,X,X,X,X,X,X,X), BITS(_,_,X,X,X,X,X,X,X), BITS(_,_,_,_,X,X,X,X,_), BITS(_,_,_,_,X,X,X,X,_), BITS(_,_,_,_,X,X,X,X,_) }; static GR_BITMAP noleg_fg[] = { /* no legs foreground */ BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,_,X,_,_,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,X,_,X,_,X,_,X,_), BITS(_,_,_,X,X,X,_,_,_), BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,_,_,_,_,_,_), }; static GR_BITMAP noleg_bg[] = { /* no legs background */ BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,X,X,X,X,X,_,_), BITS(_,X,X,X,X,X,X,X,_), BITS(X,X,X,X,X,X,X,X,X), BITS(X,X,X,X,_,X,X,X,X), BITS(X,X,X,X,X,X,X,X,X), BITS(_,_,X,X,X,X,X,_,_), BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,_,_,_,_,_,_), BITS(_,_,_,_,_,_,_,_,_) }; /* * Components of a cell. */ #define F_EMPTY ' ' /* default value for empty square */ #define F_REMEMBER '*' /* character to remember mine */ #define F_WRONG 'X' /* character to remember wrong guess */ #define F_DISPLAY 0xff /* character to be displayed here */ #define F_MINE 0x100 /* TRUE if a mine is here */ #define F_EDGE 0x200 /* TRUE if this is edge of the world */ #define F_OLD 0x400 /* TRUE if been at this square before */ #define F_REACH 0x800 /* TRUE if can reach this square */ #define F_FLAGS 0xff00 /* all flags */ /* * The status of the game. * This structure is read and written from the save file. */ static struct status { /* status of games */ long s_magic; /* magic number */ short s_playing; /* TRUE if playing a game */ short s_size; /* current size of board */ short s_mines; /* current number of mines on board */ short s_legs; /* number of legs left */ short s_steps; /* number of steps taken this game */ short s_index; /* current game parameter index */ short s_sizeparam[MAXPARAMS]; /* table of size parameters */ short s_mineparam[MAXPARAMS]; /* table of mine parameters */ long s_games0[MAXPARAMS]; /* games finished with no legs */ long s_games1[MAXPARAMS]; /* games finished with one leg */ long s_games2[MAXPARAMS]; /* games finished with two legs */ long s_steps0[MAXPARAMS]; /* steps taken in no leg games */ long s_steps1[MAXPARAMS]; /* steps taken in one leg games */ long s_steps2[MAXPARAMS]; /* steps taken in two leg games */ CELL s_board[FULLSIZE*FULLSIZE]; /* board layout */ } st; /* * Definitions to make structure references easy. */ #define magic st.s_magic #define playing st.s_playing #define size st.s_size #define mines st.s_mines #define legs st.s_legs #define steps st.s_steps #define index st.s_index #define sizeparam st.s_sizeparam #define mineparam st.s_mineparam #define games0 st.s_games0 #define games1 st.s_games1 #define games2 st.s_games2 #define steps0 st.s_steps0 #define steps1 st.s_steps1 #define steps2 st.s_steps2 #define board st.s_board #define boardpos(row, col) (((row) * FULLSIZE) + (col)) #define ismine(cell) ((cell) & F_MINE) #define isedge(cell) ((cell) & F_EDGE) #define isold(cell) ((cell) & F_OLD) #define isseen(cell) (((cell) & F_DISPLAY) == F_REMEMBER) #define isknown(cell) (((cell) & F_DISPLAY) != F_EMPTY) #define displaychar(cell) ((cell) & F_DISPLAY) #define badsquare(n) (((n) <= 0) || ((n) > size)) /* * Offsets for accessing adjacent cells. */ static POS steptable[8] = { FULLSIZE, -FULLSIZE, 1, -1, FULLSIZE-1, FULLSIZE+1, -FULLSIZE-1, -FULLSIZE+1 }; static GR_WINDOW_ID mainwid; /* main window id */ static GR_WINDOW_ID boardwid; /* board window id */ static GR_WINDOW_ID statwid; /* status display window id */ static GR_WINDOW_ID quitwid; /* window id for quit button */ static GR_WINDOW_ID savewid; /* window id for save button */ static GR_WINDOW_ID newgamewid; /* window id for new game button */ static GR_GC_ID boardgc; /* graphics context for board */ static GR_GC_ID cleargc; /* GC for clearing cell of board */ static GR_GC_ID redgc; /* GC for drawing red */ static GR_GC_ID greengc; /* GC for drawing green */ static GR_GC_ID blackgc; /* GC for drawing black */ static GR_GC_ID delaygc; /* GC for delaying */ static GR_GC_ID statgc; /* GC for status window */ static GR_GC_ID buttongc; /* GC for drawing buttons */ static GR_GC_ID xorgc; /* GC for inverting things */ static GR_SIZE xp; /* pixels for x direction per square */ static GR_SIZE yp; /* pixels for y direction per square */ static GR_SIZE statwidth; /* width of window drawing text in */ static GR_SIZE statheight; /* height of window drawing text in */ static GR_SIZE charheight; /* height of characters */ static GR_COORD charxpos; /* current X position for characters */ static GR_COORD charypos; /* current Y position for characters */ static GR_SCREEN_INFO si; /* window information */ static GR_FONT_INFO fi; /* font information */ static GR_SIZE COLS, ROWS; static char *savefile; /* filename for saving game */ /* * Procedures. */ static void printline(GR_COORD, char *, ...); static void newline(); static void delay(); static void dokey(); static void handleevent(); static void doexposure(); static void dobutton(); static void drawbomb(); static void drawstatus(); static void drawbutton(); static void drawboard(); static void drawcell(); static void cellcenter(); static void clearcell(); static void newgame(); static void movetopos(); static void setcursor(); static void togglecell(); static void gameover(); static void readgame(); static void findindex(); static POS findcell(); static GR_BOOL checkpath(); static GR_BOOL writegame(); int main(argc,argv) int argc; char **argv; { GR_COORD x; GR_COORD y; GR_SIZE width; GR_SIZE height; GR_COORD rightx; /* x coordinate for right half stuff */ GR_BOOL setsize; /* TRUE if size of board is set */ GR_BOOL setmines; /* TRUE if number of mines is set */ GR_SIZE newsize = 10; /* desired size of board */ GR_COUNT newmines = 25; /* desired number of mines */ GR_WM_PROPERTIES props; setmines = GR_FALSE; setsize = GR_FALSE; argc--; argv++; while ((argc > 0) && (**argv == '-')) { switch (argv[0][1]) { case 'm': if (argc <= 0) { fprintf(stderr, "Missing mine count\n"); exit(1); } argc--; argv++; newmines = atoi(*argv); setmines = GR_TRUE; break; case 's': if (argc <= 0) { fprintf(stderr, "Missing size\n"); exit(1); } argc--; argv++; newsize = atoi(*argv); setsize = GR_TRUE; break; default: fprintf(stderr, "Unknown option \"-%c\"\n", argv[0][1]); exit(1); } argc--; argv++; } if (argc > 0) savefile = *argv; srand(time(0)); readgame(savefile); if (setsize) { if ((newsize < MINSIZE) || (newsize > MAXSIZE)) { fprintf(stderr, "Illegal board size\n"); exit(1); } if (newsize != size) { if (steps && playing) { fprintf(stderr, "Cannot change size while game is in progress\n"); exit(1); } playing = GR_FALSE; size = newsize; if (!playing) mines = (size * size * MINEPERCENT) / 100; } } if (setmines) { if ((newmines <= 0) || ((newmines > (size * size) / 2))) { fprintf(stderr, "Illegal number of mines\n"); exit(1); } if (newmines != mines) { if (steps && playing) { fprintf(stderr, "Cannot change mines while game is in progress\n"); exit(1); } playing = GR_FALSE; mines = newmines; } } findindex(); /* * Parameters of the game have been verified. * Now open the graphics and play the game. */ if (GrOpen() < 0) { fprintf(stderr, "Cannot open graphics\n"); exit(1); } GrReqShmCmds(655360); /* Test by Morten Rolland for shm support */ GrGetScreenInfo(&si); GrGetFontInfo(0, &fi); charheight = fi.height; /* * Create the main window which will contain all the others. */ #if 0 COLS = si.cols - 40; #else COLS = si.cols; #endif ROWS = si.rows - 80; mainwid = GrNewWindow(GR_ROOT_WINDOW_ID, 0, 0, COLS, ROWS, 0, BLACK, WHITE); /* set title */ props.flags = GR_WM_FLAGS_TITLE | GR_WM_FLAGS_PROPS; props.props = GR_WM_PROPS_APPFRAME | GR_WM_PROPS_CAPTION; props.title = "Land Mine"; GrSetWMProperties(mainwid, &props); /* * Create the board window which lies at the left side. * Make the board square, and as large as possible while still * leaving room to the right side for statistics and buttons. */ width = COLS - RIGHTSIDE - (si.xdpcm * RIGHTGAP / 10) - BOARDBORDER * 2; height = (((long) width) * si.ydpcm) / si.xdpcm; if (height > ROWS /* - y * 2*/) { height = ROWS - BOARDBORDER * 2; width = (((long) height) * si.xdpcm) / si.ydpcm; } xp = width / size; yp = height / size; width = xp * size - 1; height = yp * size - 1; x = BOARDBORDER; y = (ROWS - height) / 2; rightx = x + width + (si.xdpcm * RIGHTGAP / 10); boardwid = GrNewWindow(mainwid, x, y, width, height, BOARDBORDER, BLUE, WHITE); /* * Create the buttons. */ x = rightx; y = (si.ydpcm * BOARDGAP / 10); quitwid = GrNewWindow(mainwid, x, y, BUTTONWIDTH, BUTTONHEIGHT, 1, RED, WHITE); y += (si.ydpcm * BUTTONGAP / 10); savewid = GrNewWindow(mainwid, x, y, BUTTONWIDTH, BUTTONHEIGHT, 1, GREEN, WHITE); y += (si.ydpcm * BUTTONGAP / 10); newgamewid = GrNewWindow(mainwid, x, y, BUTTONWIDTH, BUTTONHEIGHT, 1, GREEN, WHITE); /* * Create the statistics window. */ x = rightx; y += (si.ydpcm * STATUSGAP / 10); width = COLS - x; height = ROWS - y; statwid = GrNewWindow(mainwid, x, y, width, height, 0, 0, 0); statwidth = width; statheight = height; /* * Create the GC for drawing the board. */ boardgc = GrNewGC(); cleargc = GrNewGC(); delaygc = GrNewGC(); redgc = GrNewGC(); greengc = GrNewGC(); statgc = GrNewGC(); blackgc = GrNewGC(); buttongc = GrNewGC(); xorgc = GrNewGC(); GrSetGCBackground(boardgc, BLUE); GrSetGCForeground(cleargc, BLUE); GrSetGCForeground(redgc, RED); GrSetGCForeground(greengc, GREEN); GrSetGCForeground(statgc, GRAY); GrSetGCForeground(delaygc, BLACK); GrSetGCForeground(blackgc, BLACK); GrSetGCMode(delaygc, GR_MODE_XOR); GrSetGCMode(xorgc, GR_MODE_XOR); GrSetGCUseBackground(boardgc, GR_FALSE); GrSetGCUseBackground(buttongc, GR_FALSE); GrSelectEvents(mainwid, GR_EVENT_MASK_CLOSE_REQ); GrSelectEvents(boardwid, GR_EVENT_MASK_EXPOSURE | GR_EVENT_MASK_BUTTON_DOWN | GR_EVENT_MASK_KEY_DOWN); GrSelectEvents(statwid, GR_EVENT_MASK_EXPOSURE); GrSelectEvents(quitwid, GR_EVENT_MASK_EXPOSURE | GR_EVENT_MASK_BUTTON_DOWN); GrSelectEvents(newgamewid, GR_EVENT_MASK_EXPOSURE | GR_EVENT_MASK_BUTTON_DOWN); GrSelectEvents(savewid, GR_EVENT_MASK_EXPOSURE | GR_EVENT_MASK_BUTTON_DOWN); setcursor(); GrMapWindow(mainwid); GrMapWindow(boardwid); GrMapWindow(statwid); GrMapWindow(quitwid); GrMapWindow(savewid); GrMapWindow(newgamewid); if (!playing) newgame(); while (GR_TRUE) { GR_EVENT event; GrGetNextEvent(&event); handleevent(&event); } } /* * Read the next event and handle it. */ static void handleevent(GR_EVENT *ep) { switch (ep->type) { case GR_EVENT_TYPE_BUTTON_DOWN: dobutton(&ep->button); break; case GR_EVENT_TYPE_EXPOSURE: doexposure(&ep->exposure); break; case GR_EVENT_TYPE_KEY_DOWN: dokey(&ep->keystroke); break; case GR_EVENT_TYPE_CLOSE_REQ: GrClose(); exit(0); } } /* * Handle exposure events. */ static void doexposure(ep) GR_EVENT_EXPOSURE *ep; { if (ep->wid == boardwid) { drawboard(); return; } if (ep->wid == statwid) { drawstatus(); return; } if (ep->wid == quitwid) { drawbutton(quitwid, "QUIT"); return; } if (ep->wid == savewid) { drawbutton(savewid, "SAVE GAME"); return; } if (ep->wid == newgamewid) { drawbutton(newgamewid, "NEW GAME"); return; } } /* * Here when we get a button down event. */ static void dobutton(bp) GR_EVENT_BUTTON *bp; { if (bp->wid == boardwid) { movetopos(findcell(bp->x, bp->y)); return; } if (bp->wid == quitwid) { GrFillRect(quitwid, xorgc, 0, 0, BUTTONWIDTH, BUTTONHEIGHT); GrFlush(); if (savefile) writegame(savefile); GrClose(); exit(0); } if (bp->wid == savewid) { GrFillRect(savewid, xorgc, 0, 0, BUTTONWIDTH, BUTTONHEIGHT); GrFlush(); if (savefile == NULL) savefile = SAVEFILE; if (writegame(savefile)) write(1, "\007", 1); else delay(); GrFillRect(savewid, xorgc, 0, 0, BUTTONWIDTH, BUTTONHEIGHT); } if (bp->wid == newgamewid) { GrFillRect(newgamewid, xorgc, 0, 0, BUTTONWIDTH, BUTTONHEIGHT); GrFlush(); /*if (playing) write(1, "\007", 1); else {*/ newgame(); delay(); /*}*/ GrFillRect(newgamewid, xorgc, 0, 0, BUTTONWIDTH, BUTTONHEIGHT); } } /* * Here when we get a keypress in a window. */ static void dokey(kp) GR_EVENT_KEYSTROKE *kp; { if ((kp->wid != boardwid) || !playing) return; switch (kp->ch) { case ' ': /* remember or forget mine */ togglecell(findcell(kp->x, kp->y)); break; } } /* * Redraw the board. */ static void drawboard() { GR_COORD row; GR_COORD col; for (row = 1; row < size; row++) { GrLine(boardwid, boardgc, 0, row * yp - 1, size * xp - 1, row * yp - 1); GrLine(boardwid, boardgc, row * xp - 1, 0, row * xp - 1, size * yp - 1); } for (row = 0; row < FULLSIZE; row++) { for (col = 0; col < FULLSIZE; col++) { drawcell(boardpos(row, col)); } } } /* * Draw a cell on the board. */ static void drawcell(pos) POS pos; /* position to be drawn */ { GR_COORD x; GR_COORD y; GR_SIZE chwidth; GR_SIZE chheight; GR_SIZE chbase; CELL cell; GR_CHAR ch; cell = board[pos]; if (!isknown(cell)) return; ch = displaychar(cell); if (ch == F_WRONG) { drawbomb(pos, greengc, GR_FALSE); return; } if (isold(cell)) { clearcell(pos); cellcenter(pos, &x, &y); GrGetGCTextSize(boardgc, &ch, 1, GR_TFASCII, &chwidth, &chheight, &chbase); GrText(boardwid, boardgc, x - chwidth / 2 + 1, y + chheight / 2, &ch, 1, GR_TFBOTTOM); return; } drawbomb(pos, redgc, GR_FALSE); } /* * Clear a particular cell. */ static void clearcell(pos) POS pos; /* position to be cleared */ { GR_COORD row; GR_COORD col; row = pos / FULLSIZE; col = pos % FULLSIZE; GrFillRect(boardwid, cleargc, col * xp - xp, row * yp - yp, xp - 1, yp - 1); } /* * Draw a bomb in a window using the specified GC. * The bomb is animated and the terminal is beeped if necessary. */ static void drawbomb(pos, gc, animate) POS pos; /* position to draw bomb at */ GR_GC_ID gc; /* GC for drawing (red or green) */ GR_BOOL animate; /* TRUE to animate the bomb */ { GR_COORD x; GR_COORD y; GR_COUNT count; if (animate) write(1, "\007", 1); cellcenter(pos, &x, &y); count = (animate ? 8 : 1); for (;;) { GrFillEllipse(boardwid, gc, x, y, xp / 2 - 3, yp / 2 - 3); if (--count == 0) return; delay(); clearcell(pos); delay(); } } /* * Draw a button which has a specified label string centered in it. */ static void drawbutton(window, label) GR_WINDOW_ID window; char *label; { GR_SIZE width; GR_SIZE height; GR_SIZE base; GrGetGCTextSize(buttongc, label, strlen(label), GR_TFASCII, &width, &height, &base); GrText(window, buttongc, (BUTTONWIDTH - width) / 2, (BUTTONHEIGHT - height) / 2 + height - 1, label, -1, GR_TFBOTTOM); } /* * Set the cursor as appropriate. * The cursor changes depending on the number of legs left. */ static void setcursor() { GR_BITMAP *fgbits; /* bitmap for foreground */ GR_BITMAP *bgbits; /* bitmap for background */ switch (legs) { case 0: fgbits = noleg_fg; bgbits = noleg_bg; break; case 1: fgbits = oneleg_fg; bgbits = oneleg_bg; break; default: fgbits = twolegs_fg; bgbits = twolegs_bg; break; } GrSetCursor(boardwid, 9, 12, 4, 6, WHITE, BLACK, fgbits, bgbits); } /* * Delay for a while so that something can be seen. * This is done by drawing a large rectangle over the window using a mode * of XOR with the value of 0, (which does nothing except waste time). */ static void delay() { GR_COUNT i; for (i = 0; i < 1; i++) { GrFillRect(boardwid, delaygc, 0, 0, xp * size - 1, yp * size - 1); GrFlush(); } } /* * Calculate the coordinates of the center of a cell on the board. * The coordinates are relative to the origin of the board window. */ static void cellcenter(pos, retx, rety) POS pos; /* position to find center of */ GR_COORD *retx; /* returned X coordinate */ GR_COORD *rety; /* returned Y coordinate */ { *retx = (pos % FULLSIZE) * xp - 1 - xp / 2; *rety = (pos / FULLSIZE) * yp - 1 - yp / 2; } /* * Draw the status information in the status window. */ static void drawstatus() { long score; long allsteps; long games; score = 0; games = games0[index]; allsteps = steps0[index]; score += games1[index]; games += games1[index]; allsteps += steps1[index]; score += games2[index] * 2; games += games2[index]; allsteps += steps2[index]; printline(0, "Size: %2d\n", size); printline(1, "Mines: %3d\n", mines); PRINTSTEPS; printline(3, "Legs: %d\n", legs); printline(5, "Won games: %3d\n", games2[index]); printline(6, "1-leg games:%3d\n", games1[index]); printline(7, "Lost games: %3d\n", games0[index]); if (games) { printline(9, "Legs/game: %3d.%03d\n", score / games, ((score * 1000) / games) % 1000); printline(10, "Steps/game:%3d.%03d\n", allsteps / games, ((allsteps * 1000) / games) % 1000); } } /* * Printf routine for windows, which can print at particular lines. * A negative line number means continue printing at the previous location. * Assumes the status window for output. */ static void printline(GR_COORD row, char * fmt, ...) { va_list ap; GR_COUNT cc; GR_SIZE width; char *cp; char buf[256]; va_start(ap, fmt); vsprintf(buf, fmt, ap); va_end(ap); if (row >= 0) { charxpos = 0; charypos = charheight * row + charheight - 1; } cp = buf; for (;;) { cc = 0; width = 0; while (*cp >= ' ') { width += fi.widths[(int)*cp++]; cc++; } if (width) { GrText(statwid, statgc, charxpos, charypos, cp - cc, cc, GR_TFBOTTOM); charxpos += width; } switch (*cp++) { case '\0': return; case '\n': newline(); break; case '\r': charxpos = 0; break; } } } /* * Clear the remainder of the line and move to the next line. * This assumes output is in the status window. */ static void newline() { GrFillRect(statwid, blackgc, charxpos, charypos - charheight + 1, statwidth - charxpos, charheight); charxpos = 0; charypos += charheight; } /* * Translate a board window coordinate into a cell position. * If the coordinate is outside of the window, or exactly on one * of the interior lines, then a coordinate of 0 is returned. */ static POS findcell(x, y) GR_COORD x; GR_COORD y; { GR_COORD row; GR_COORD col; if (((x % xp) == 0) || ((y % yp) == 0)) return 0; row = (y / yp) + 1; col = (x / xp) + 1; if ((row <= 0) || (row > size) || (col <= 0) || (col > size)) return 0; return boardpos(row, col); } /* * Initialize the board for playing */ static void newgame() { GR_COORD row; GR_COORD col; GR_COUNT count; CELL cell; POS pos; for (row = 0; row < FULLSIZE; row++) { for (col = 0; col < FULLSIZE; col++) { cell = F_EMPTY; if (badsquare(row) || badsquare(col)) cell |= F_EDGE; board[boardpos(row, col)] = cell; } } playing = GR_TRUE; count = 0; legs = 2; steps = 0; drawstatus(); setcursor(); while (count < mines) { do { row = (rand() / 16) % (size * size + 1); } while (row == (size * size)); col = (row % size) + 1; row = (row / size) + 1; pos = boardpos(row, col); if ((pos == boardpos(1,1)) || (pos == boardpos(1,2)) || (pos == boardpos(2,1)) || (pos == boardpos(2,2)) || (pos == boardpos(size,size))) continue; if (!ismine(board[pos]) && checkpath(pos)) count++; } board[boardpos(1,1)] = (F_OLD | '0'); GrClearWindow(boardwid, GR_TRUE); } /* * Check to see if there is still a path from the top left corner to the * bottom right corner, if a new mine is placed at the indicated position. * Returns GR_TRUE if mine was successfully placed. */ static GR_BOOL checkpath(pos) POS pos; /* position to place mine at */ { CELL *bp; /* current board position */ CELL *endbp; /* ending position */ POS endpos; /* ending position */ GR_COUNT count; /* number of neighbors */ GR_COUNT i; /* loop counter */ GR_BOOL more; /* GR_TRUE if new square reached */ /* * Begin by assuming there is a mine at the specified location, * and then count neighbors. If there are less than two other * mines or edge squares, then there must still be a path. */ board[pos] |= F_MINE; count = 0; for (i = 7; i >= 0; i--) { if (board[pos + steptable[i]] & (F_MINE | F_EDGE)) count++; } if (count < 2) return GR_TRUE; /* * Two or more neighbors, so we must do the full check. * First clear the reach flag, except for the top left corner. */ endpos = boardpos(size, size); bp = &board[endpos]; endbp = bp; while (bp != board) *bp-- &= ~F_REACH; board[boardpos(1,1)] |= F_REACH; /* * Now loop looking for new squares next to already reached squares. * Stop when no more changes are found, or when the lower right * corner is reached. */ do { more = GR_FALSE; for (bp = &board[boardpos(1,1)]; bp != endbp; bp++) { if (*bp & F_REACH) { for (i = 7; i >= 0; i--) { if ((bp[steptable[i]] & (F_MINE | F_REACH | F_EDGE)) == 0) { bp[steptable[i]] |= F_REACH; more = GR_TRUE; } } } } if (board[endpos] & F_REACH) return GR_TRUE; } while (more); /* * Cannot reach the lower right corner, so remove the mine and fail. */ board[pos] &= ~F_MINE; return GR_FALSE; } /* * Move to a particular position and see if we hit a mine. * If not, then count the number of mines adjacent to us so it can be seen. * If we are stepping onto a location where we remembered a mine is at, * then don't do it. Moving is only allowed to old locations, or to * locations adjacent to old ones. */ static void movetopos(newpos) POS newpos; /* position to move to */ { POS fixpos; /* position to fix up */ CELL cell; /* current cell */ GR_COUNT count; /* count of cells */ GR_COUNT i; /* index for neighbors */ if ((newpos < 0) || (newpos >= (FULLSIZE * FULLSIZE)) || !playing) return; cell = board[newpos]; if (isedge(cell) || (isseen(cell)) || isold(cell)) return; count = isold(cell); for (i = 0; i < 8; i++) if (isold(board[newpos + steptable[i]])) count++; if (count <= 0) return; cell = (cell & F_FLAGS) | F_OLD; steps++; PRINTSTEPS; if (ismine(cell)) { /* we hit a mine */ legs--; board[newpos] = (F_REMEMBER | F_MINE); cell = (F_EMPTY | F_OLD); board[newpos] = cell; drawbomb(newpos, redgc, GR_TRUE); clearcell(newpos); setcursor(); for (i = 0; i < 8; i++) { fixpos = newpos + steptable[i]; if (isold(board[fixpos])) { board[fixpos]--; drawcell(fixpos); } } drawstatus(); } count = 0; for (i = 0; i < 8; i++) if (ismine(board[newpos + steptable[i]])) count++; board[newpos] = cell | (count + '0'); drawcell(newpos); if ((legs <= 0) || (newpos == boardpos(size,size))) gameover(); } /* * Remember or forget the location of a mine. * This is for informational purposes only and does not affect anything. */ static void togglecell(pos) POS pos; /* position to toggle */ { CELL cell; if ((pos <= 0) || !playing) return; cell = board[pos]; if (isknown(cell)) { if (!isseen(cell)) return; board[pos] = (board[pos] & F_FLAGS) | F_EMPTY; clearcell(pos); return; } board[pos] = (board[pos] & F_FLAGS) | F_REMEMBER; drawcell(pos); } /* * Here when the game is over. * Show where the mines are, and give the results. */ static void gameover() { POS pos; CELL cell; playing = GR_FALSE; switch (legs) { case 0: games0[index]++; steps0[index] += steps; break; case 1: games1[index]++; steps1[index] += steps; break; case 2: games2[index]++; steps2[index] += steps; break; } for (pos = 0; pos < (FULLSIZE * FULLSIZE); pos++) { cell = board[pos]; if (isseen(cell)) cell = (cell & F_FLAGS) | F_WRONG; if (ismine(cell)) cell = (cell & F_FLAGS) | F_REMEMBER; board[pos] = cell; } drawboard(); drawstatus(); } /* * Search the game parameter table for the current board size and * number of mines, and set the index for those parameters so that * the statistics can be accessed. Allocates a new index if necessary. */ static void findindex() { for (index = 0; index < MAXPARAMS; index++) { if ((sizeparam[index] == size) && (mineparam[index] == mines)) return; } for (index = 0; index < MAXPARAMS; index++) { if (sizeparam[index] == 0) { sizeparam[index] = size; mineparam[index] = mines; return; } } fprintf(stderr, "Too many parameters in save file\n"); exit(1); } /* * Read in a saved game if available, otherwise start from scratch. * Exits if an error is encountered. */ static void readgame(name) char *name; /* filename */ { int fd; fd = -1; if (name) fd = open(name, 0); if (fd < 0) { magic = MAGIC; size = SIZE; mines = (size * size * MINEPERCENT) / 100; playing = GR_FALSE; return; } if (read(fd, &st, sizeof(st)) != sizeof(st)) magic = 0; close(fd); if ((magic != MAGIC) || (size > MAXSIZE)) { fprintf(stderr, "Save file format is incorrect\n"); exit(1); } } /* * Write the current game to a file. * Returns nonzero on an error. */ static GR_BOOL writegame(name) char *name; /* filename */ { int fd; if (name == NULL) return GR_TRUE; fd = creat(name, 0666); if (fd < 0) return GR_TRUE; if (write(fd, &st, sizeof(st)) != sizeof(st)) { close(fd); return GR_TRUE; } close(fd); return GR_FALSE; } /* END CODE */