Minesweeper game

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Task
Minesweeper game
You are encouraged to solve this task according to the task description, using any language you may know.

There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found.

Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m.

  • The total number of mines to be found is shown at the beginning of the game.
  • Each mine occupies a single grid point, and its position is initially unknown to the player
  • The grid is shown as a rectangle of characters between moves.
  • You are initially shown all grids as obscured, by a single dot '.'
  • You may mark what you think is the position of a mine which will show as a '?'
  • You can mark what you think is free space by entering its coordinates.
  • If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine.
  • Points marked as a mine show as a '?'.
  • Other free points show as an integer count of the number of adjacent true mines in its immediate neighbourhood, or as a single space ' ' if the free point is not adjacent to any true mines.
  • Of course you lose if you try to clear space that has a hidden mine.
  • You win when you have correctly identified all mines.

The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output.

Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described.


C.F: wp:Minesweeper (computer game)

Contents

[edit] Ada

with Ada.Numerics.Discrete_Random;
with Ada.Text_IO;
 
procedure Minesweeper is
package IO renames Ada.Text_IO;
package Nat_IO is new IO.Integer_IO (Natural);
package Nat_RNG is new Ada.Numerics.Discrete_Random (Natural);
 
type Stuff is (Empty, Mine);
type Field is record
Contents : Stuff  := Empty;
Opened  : Boolean := False;
Marked  : Boolean := False;
end record;
type Grid is array (Positive range <>, Positive range <>) of Field;
 
-- counts how many mines are in the surrounding fields
function Mines_Nearby (Item : Grid; X, Y : Positive) return Natural is
Result : Natural := 0;
begin
-- left of X:Y
if X > Item'First (1) then
-- above X-1:Y
if Y > Item'First (2) then
if Item (X - 1, Y - 1).Contents = Mine then
Result := Result + 1;
end if;
end if;
-- X-1:Y
if Item (X - 1, Y).Contents = Mine then
Result := Result + 1;
end if;
-- below X-1:Y
if Y < Item'Last (2) then
if Item (X - 1, Y + 1).Contents = Mine then
Result := Result + 1;
end if;
end if;
end if;
-- above of X:Y
if Y > Item'First (2) then
if Item (X, Y - 1).Contents = Mine then
Result := Result + 1;
end if;
end if;
-- below of X:Y
if Y < Item'Last (2) then
if Item (X, Y + 1).Contents = Mine then
Result := Result + 1;
end if;
end if;
-- right of X:Y
if X < Item'Last (1) then
-- above X+1:Y
if Y > Item'First (2) then
if Item (X + 1, Y - 1).Contents = Mine then
Result := Result + 1;
end if;
end if;
-- X+1:Y
if Item (X + 1, Y).Contents = Mine then
Result := Result + 1;
end if;
-- below X+1:Y
if Y < Item'Last (2) then
if Item (X + 1, Y + 1).Contents = Mine then
Result := Result + 1;
end if;
end if;
end if;
return Result;
end Mines_Nearby;
 
-- outputs the grid
procedure Put (Item : Grid) is
Mines : Natural := 0;
begin
IO.Put (" ");
for X in Item'Range (1) loop
Nat_IO.Put (Item => X, Width => 3);
end loop;
IO.New_Line;
IO.Put (" +");
for X in Item'Range (1) loop
IO.Put ("---");
end loop;
IO.Put ('+');
IO.New_Line;
for Y in Item'Range (2) loop
Nat_IO.Put (Item => Y, Width => 3);
IO.Put ('|');
for X in Item'Range (1) loop
if Item (X, Y).Opened then
if Item (X, Y).Contents = Empty then
if Item (X, Y).Marked then
IO.Put (" - ");
else
Mines := Mines_Nearby (Item, X, Y);
if Mines > 0 then
Nat_IO.Put (Item => Mines, Width => 2);
IO.Put (' ');
else
IO.Put (" ");
end if;
end if;
else
if Item (X, Y).Marked then
IO.Put (" + ");
else
IO.Put (" X ");
end if;
end if;
elsif Item (X, Y).Marked then
IO.Put (" ? ");
else
IO.Put (" . ");
end if;
end loop;
IO.Put ('|');
IO.New_Line;
end loop;
IO.Put (" +");
for X in Item'Range (1) loop
IO.Put ("---");
end loop;
IO.Put ('+');
IO.New_Line;
end Put;
 
-- marks a field as possible bomb
procedure Mark (Item : in out Grid; X, Y : in Positive) is
begin
if Item (X, Y).Opened then
IO.Put_Line ("Field already open!");
else
Item (X, Y).Marked := not Item (X, Y).Marked;
end if;
end Mark;
 
-- clears a field and it's neighbours, if they don't have mines
procedure Clear
(Item  : in out Grid;
X, Y  : in Positive;
Killed : out Boolean)
is
-- clears the neighbours, if they don't have mines
procedure Clear_Neighbours (The_X, The_Y : Positive) is
begin
-- mark current field opened
Item (The_X, The_Y).Opened := True;
-- only proceed if neighbours don't have mines
if Mines_Nearby (Item, The_X, The_Y) = 0 then
-- left of X:Y
if The_X > Item'First (1) then
-- above X-1:Y
if The_Y > Item'First (2) then
if not Item (The_X - 1, The_Y - 1).Opened and
not Item (The_X - 1, The_Y - 1).Marked
then
Clear_Neighbours (The_X - 1, The_Y - 1);
end if;
end if;
-- X-1:Y
if not Item (The_X - 1, The_Y).Opened and
not Item (The_X - 1, The_Y).Marked
then
Clear_Neighbours (The_X - 1, The_Y);
end if;
-- below X-1:Y
if The_Y < Item'Last (2) then
if not Item (The_X - 1, The_Y + 1).Opened and
not Item (The_X - 1, The_Y + 1).Marked
then
Clear_Neighbours (The_X - 1, The_Y + 1);
end if;
end if;
end if;
-- above X:Y
if The_Y > Item'First (2) then
if not Item (The_X, The_Y - 1).Opened and
not Item (The_X, The_Y - 1).Marked
then
Clear_Neighbours (The_X, The_Y - 1);
end if;
end if;
-- below X:Y
if The_Y < Item'Last (2) then
if not Item (The_X, The_Y + 1).Opened and
not Item (The_X, The_Y + 1).Marked
then
Clear_Neighbours (The_X, The_Y + 1);
end if;
end if;
-- right of X:Y
if The_X < Item'Last (1) then
-- above X+1:Y
if The_Y > Item'First (2) then
if not Item (The_X + 1, The_Y - 1).Opened and
not Item (The_X + 1, The_Y - 1).Marked
then
Clear_Neighbours (The_X + 1, The_Y - 1);
end if;
end if;
-- X+1:Y
if not Item (The_X + 1, The_Y).Opened and
not Item (The_X + 1, The_Y).Marked
then
Clear_Neighbours (The_X + 1, The_Y);
end if;
-- below X+1:Y
if The_Y < Item'Last (2) then
if not Item (The_X + 1, The_Y + 1).Opened and
not Item (The_X + 1, The_Y + 1).Marked
then
Clear_Neighbours (The_X + 1, The_Y + 1);
end if;
end if;
end if;
end if;
end Clear_Neighbours;
begin
Killed := False;
-- only clear closed and unmarked fields
if Item (X, Y).Opened then
IO.Put_Line ("Field already open!");
elsif Item (X, Y).Marked then
IO.Put_Line ("Field already marked!");
else
Killed := Item (X, Y).Contents = Mine;
-- game over if killed, no need to clear
if not Killed then
Clear_Neighbours (X, Y);
end if;
end if;
end Clear;
 
-- marks all fields as open
procedure Open_All (Item : in out Grid) is
begin
for X in Item'Range (1) loop
for Y in Item'Range (2) loop
Item (X, Y).Opened := True;
end loop;
end loop;
end Open_All;
 
-- counts the number of marks
function Count_Marks (Item : Grid) return Natural is
Result : Natural := 0;
begin
for X in Item'Range (1) loop
for Y in Item'Range (2) loop
if Item (X, Y).Marked then
Result := Result + 1;
end if;
end loop;
end loop;
return Result;
end Count_Marks;
 
-- read and validate user input
procedure Get_Coordinates
(Max_X, Max_Y : Positive;
X, Y  : out Positive;
Valid  : out Boolean)
is
begin
Valid := False;
IO.Put ("X: ");
Nat_IO.Get (X);
IO.Put ("Y: ");
Nat_IO.Get (Y);
Valid := X > 0 and X <= Max_X and Y > 0 and Y <= Max_Y;
exception
when Constraint_Error =>
Valid := False;
end Get_Coordinates;
 
-- randomly place bombs
procedure Set_Bombs (Item : in out Grid; Max_X, Max_Y, Count : Positive) is
Generator : Nat_RNG.Generator;
X, Y  : Positive;
begin
Nat_RNG.Reset (Generator);
for I in 1 .. Count loop
Placement : loop
X := Nat_RNG.Random (Generator) mod Max_X + 1;
Y := Nat_RNG.Random (Generator) mod Max_Y + 1;
-- redo placement if X:Y already full
if Item (X, Y).Contents = Empty then
Item (X, Y).Contents := Mine;
exit Placement;
end if;
end loop Placement;
end loop;
end Set_Bombs;
 
Width, Height : Positive;
 
begin
-- can be dynamically set
Width  := 6;
Height := 4;
declare
The_Grid : Grid (1 .. Width, 1 .. Height);
-- 20% bombs
Bomb_Count  : Positive := Width * Height * 20 / 100;
Finished  : Boolean  := False;
Action  : Character;
Chosen_X, Chosen_Y : Positive;
Valid_Entry  : Boolean;
begin
IO.Put ("Nr. Bombs: ");
Nat_IO.Put (Item => Bomb_Count, Width => 0);
IO.New_Line;
Set_Bombs
(Item => The_Grid,
Max_X => Width,
Max_Y => Height,
Count => Bomb_Count);
while not Finished and Count_Marks (The_Grid) /= Bomb_Count loop
Put (The_Grid);
IO.Put ("Input (c/m/r): ");
IO.Get (Action);
case Action is
when 'c' | 'C' =>
Get_Coordinates
(Max_X => Width,
Max_Y => Height,
X => Chosen_X,
Y => Chosen_Y,
Valid => Valid_Entry);
if Valid_Entry then
Clear
(Item => The_Grid,
X => Chosen_X,
Y => Chosen_Y,
Killed => Finished);
if Finished then
IO.Put_Line ("You stepped on a mine!");
end if;
else
IO.Put_Line ("Invalid input, retry!");
end if;
when 'm' | 'M' =>
Get_Coordinates
(Max_X => Width,
Max_Y => Height,
X => Chosen_X,
Y => Chosen_Y,
Valid => Valid_Entry);
if Valid_Entry then
Mark (Item => The_Grid, X => Chosen_X, Y => Chosen_Y);
else
IO.Put_Line ("Invalid input, retry!");
end if;
when 'r' | 'R' =>
Finished := True;
when others =>
IO.Put_Line ("Invalid input, retry!");
end case;
end loop;
Open_All (The_Grid);
IO.Put_Line
("Solution: (+ = correctly marked, - = incorrectly marked)");
Put (The_Grid);
end;
end Minesweeper;

[edit] AutoHotkey

Gui clone w/o graphic files but with cheats.

; Minesweeper.ahk - v1.0.6
; (c) Dec 28, 2008 by derRaphael
; Licensed under the Terms of EUPL 1.0
; Modded by Sobriquet and re-licenced as CeCILL v2
; Modded (again) by Sobriquet and re-licenced as GPL v1.3
 
#NoEnv
#NoTrayIcon
SetBatchLines,-1
#SingleInstance,Off
/*
[InGameSettings]
*/

Level =Beginner
Width =9
Height =9
MineMax =10
Marks =1
Color =1
Sound =0
BestTimeBeginner =999 seconds Anonymous
BestTimeIntermediate=999 seconds Anonymous
BestTimeExpert =999 seconds Anonymous
; above settings are accessed as variables AND modified by IniWrite - be careful
BlockSize =16
Title =Minesweeper
MineCount =0
mColor =Blue,Green,Red,Purple,Navy,Olive,Maroon,Teal
GameOver =0
TimePassed =0
 
; Add mines randomly
While (MineCount<MineMax) ; loop as long as neccessary
{
Random,x,1,%Width% ; get random horizontal position
Random,y,1,%Height% ; get random vertical position
If (T_x%x%y%y%!="M") ; only if not already a mine
T_x%x%y%y%:="M" ; assign as mine
,MineCount++ ; keep count
}
 
Gui +OwnDialogs
;Menu,Tray,Icon,C:\WINDOWS\system32\winmine.exe,1
Menu,GameMenu,Add,&New F2,NewGame
Menu,GameMenu,Add
Menu,GameMenu,Add,&Beginner,LevelMenu
Menu,GameMenu,Add,&Intermediate,LevelMenu
Menu,GameMenu,Add,&Expert,LevelMenu
Menu,GameMenu,Add,&Custom...,CustomMenu
Menu,GameMenu,Add
Menu,GameMenu,Add,&Marks (?),ToggleMenu
Menu,GameMenu,Add,Co&lor,ToggleMenu
Menu,GameMenu,Add,&Sound,ToggleMenu
Menu,GameMenu,Add
Menu,GameMenu,Add,Best &Times...,BestTimesMenu
Menu,GameMenu,Add
Menu,GameMenu,Add,E&xit,GuiClose
Menu,GameMenu,Check,% "&" level . (level="Custom" ? "..." : "")
If (Marks)
Menu,GameMenu,Check,&Marks (?)
If (Color)
Menu,GameMenu,Check,Co&lor
If (Sound)
Menu,GameMenu,Check,&Sound
 
Menu,HelpMenu,Add,&Contents F1,HelpMenu
Menu,HelpMenu,Add,&Search for Help on...,HelpMenu
Menu,HelpMenu,Add,Using &Help,HelpMenu
Menu,HelpMenu,Add
Menu,HelpMenu,Add,&About Minesweeper...,AboutMenu
 
Menu,MainMenu,Add,&Game,:GameMenu
Menu,MainMenu,Add,&Help,:HelpMenu
Gui,Menu,MainMenu
 
Gui,Font,s22,WingDings
Gui,Add,Button,% "h31 w31 y13 gNewGame vNewGame x" Width*BlockSize/2-4,K ; J=Smiley / K=Line / L=Frowny / m=Circle
Gui,Font,s16 Bold,Arial
Gui,Add,Text,% "x13 y14 w45 Border Center vMineCount c" (color ? "Red" : "White"),% SubStr("00" MineCount,-2) ; Remaining mine count
Gui,Add,Text,% "x" Width*BlockSize-34 " y14 w45 Border Center vTimer c" (color ? "Red" : "White"),000 ; Timer
 
; Buttons
Gui,Font,s11,WingDings
Loop,% Height ; iterate vertically
{
y:=A_Index ; remember line
Loop,% Width ; set covers
{
x:=A_Index
Gui,Add,Button,% "vB_x" x "y" y " w" BlockSize ; mark variable / width
. " h" BlockSize " " (x = 1 ; height / if 1st block
? "x" 12 " y" y*BlockSize+39 ; fix vertical offset
: "yp x+0") ; otherwise stay inline /w prev. box
}
}
 
; Show Gui
Gui,Show,% "w" ((Width>9 ? Width : 9))*BlockSize+24 " h" Height*BlockSize+68,%Title%
OnMessage(0x53,"WM_HELP") ; invoke Help handling for tooltips
Return ;--------------------------------------------------------; End of auto-execute section
#IfWinActive Minesweeper ahk_class AutoHotkeyGUI ; variable %title% not supported
 
StartGame(x,y) {
Global
If (TimePassed)
Return
If (T_x%x%y%y%="M") ; we'll save you this time
{
T_x%x%y%y%:="" ; remove this mine
Loop,% Height
{
y:=A_Index
Loop,% Width
{
x:=A_Index
If ( T_x%x%y%y%!="M") ; add it to first available non-mine square
T_x%x%y%y%:="M"
,break:=1
IfEqual,break,1,Break
}
IfEqual,break,1,Break
}
}
Loop,% Height ; iterate over height
{
y:=A_Index
Loop,% Width ; iterate over width
{
x:=A_Index
Gui,Font
If (T_x%x%y%y%="M") { ; check for mine
Gui,Font,s11,WingDings
hColor:="Black" ; set color for text
} Else {
Loop,3 { ; loop over neighbors: three columns vertically
ty:=y-2+A_Index ; calculate top offset
Loop,3 { ; and three horizontally
tx:=x-2+A_Index ; calculate left offset
If (T_x%tx%y%ty%="M") ; no mine and inbound
T_x%x%y%y%++ ; update hint txt
}
}
Gui,Font,s11 Bold,Courier New Bold
If (Color)
Loop,Parse,mColor,`, ; find color
If (T_x%x%y%y% = A_Index) { ; hinttxt to color
hColor:=A_LoopField ; set color for text
Break
}
Else hColor:="Black"
}
Gui,Add,Text,% "c" hColor " Border +Center vT_x" x "y" y ; set color / variable
. " w" BlockSize " h" BlockSize " " (x = 1 ; width / height / if 1st block
? "x" 12 " y" y*BlockSize+39 ; fix vertical position
: "yp x+0") ; otherwise align to previous box
,% T_x%x%y%y% ; M is WingDings for mine
GuiControl,Hide,T_x%x%y%y%
}
}
GuiControl,,Timer,% "00" . TimePassed:=1
SetTimer,UpdateTimer,1000 ; start timer
If (Sound)
SoundPlay,C:\WINDOWS\media\chord.wav
}
 
GuiSize:
If (TimePassed)
SetTimer,UpdateTimer,On ; for cheat below
Return
 
UpdateTimer: ; timer
GuiControl,,Timer,% (++TimePassed < 999) ? SubStr("00" TimePassed,-2) : 999
If (Sound)
SoundPlay,C:\WINDOWS\media\chord.wav
Return
 
Check(x,y){
Global
If (GameOver || B_x%x%y%y% != "" ; the game is over / prevent click on flagged squares and already-opened squares
|| x<1 || x>Width || y<1 || y>Height) ; do not check neighbor on illegal squares
Return
If (T_x%x%y%y%="") { ; empty field?
CheckNeighbor(x,y) ; uncover it and any neighbours
} Else If (T_x%x%y%y% != "M") { ; no Mine, ok?
GuiControl,Hide,B_x%x%y%y% ; hide covering button
GuiControl,Show,T_x%x%y%y%
B_x%x%y%y%:=1 ; remember we been here
UpdateChecks()
} Else { ; ewww ... it's a mine!
SetTimer,UpdateTimer,Off ; kill timer
GuiControl,,T_x%x%y%y%,N ; set to Jolly Roger=N to mark death location
GuiControl,,NewGame,L ; set Smiley Btn to Frown=L
RevealAll()
If (Sound) ; do we sound?
If (FileExist("C:\Program Files\Microsoft Office\Office12\MEDIA\Explode.wav"))
SoundPlay,C:\Program Files\Microsoft Office\Office12\MEDIA\Explode.wav
Else
SoundPlay,C:\WINDOWS\Media\notify.wav
}
}
 
CheckNeighbor(x,y) { ; This function checks neighbours of the clicked
Global ; field and uncovers empty fields plus adjacent hint fields
If (GameOver || B_x%x%y%y%!="")
Return
GuiControl,Hide,B_x%x%y%y% ; uncover it
GuiControl,Show,T_x%x%y%y%
B_x%x%y%y%:=1 ; remember it
UpdateChecks()
If (T_x%x%y%y%!="") ; is neighbour an nonchecked 0 value field?
Return
If (y-1>=1) ; check upper neighbour
CheckNeighbor(x,y-1)
If (y+1<=Height) ; check lower neighbour
CheckNeighbor(x,y+1)
If (x-1>=1) ; check left neighbour
CheckNeighbor(x-1,y)
If (x+1<=Width) ; check right neighbour
CheckNeighbor(x+1,y)
If (x-1>=1 && y-1>=1) ; check corner neighbour
CheckNeighbor(x-1,y-1)
If (x-1>=1 && y+1<=Height) ; check corner neighbour
CheckNeighbor(x-1,y+1)
If (x+1<=Width && y-1>=1) ; check corner neighbour
CheckNeighbor(x+1,y-1)
If (x+1<=Width && y+1<=Height) ; check corner neighbour
CheckNeighbor(x+1,y+1)
}
 
UpdateChecks() {
Global
MineCount:=MineMax, Die1:=Die2:=0
Loop,% Height
{
y:=A_Index
Loop,% Width
{
x:=A_Index
If (B_x%x%y%y%="O")
MineCount--
If (T_x%x%y%y%="M" && B_x%x%y%y%!="O") || (T_x%x%y%y%!="M" && B_x%x%y%y%="O")
Die1++
If (B_x%x%y%y%="" && T_x%x%y%y%!="M")
Die2++
}
}
GuiControl,,MineCount,% SubStr("00" MineCount,-2)
If (Die1 && Die2)
Return ; only get past here if flags+untouched squares match mines perfectly
SetTimer,UpdateTimer,Off ; game won - kill timer
GuiControl,,NewGame,J ; set Smiley Btn to Smile=J
RevealAll()
If (Sound) ; play sound
SoundPlay,C:\WINDOWS\Media\tada.wav
If (level!="Custom" && TimePassed < SubStr(BestTime%level%,1,InStr(BestTime%level%," ")-1) )
{
InputBox,name,Congratulations!,You have the fastest time`nfor level %level%.`nPlease enter your name.`n,,,,,,,,%A_UserName%
If (name && !ErrorLevel)
{
BestTime%level%:=%TimePassed% seconds %name%
IniWrite,BestTime%level%,%A_ScriptFullPath%,InGameSettings,BestTime%level%
}
}
}
 
RevealAll(){
Global
Loop,% Height ; uncover all
{
y:=A_Index
Loop,% Width
{
x:=A_Index
If(T_x%x%y%y%="M")
{
GuiControl,Hide,B_x%x%y%y%
GuiControl,Show,T_x%x%y%y%
}
}
}
GameOver:=True ; remember the game's over to block clicks
}
 
~F2::NewGame()
NewGame(){
NewGame:
Reload
ExitApp
}
 
LevelMenu:
If (A_ThisMenuItem="&Beginner")
level:="Beginner", Width:=9, Height:=9, MineMax:=10
Else If (A_ThisMenuItem="&Intermediate")
level:="Intermediate", Width:=16, Height:=16, MineMax:=40
Else If (A_ThisMenuItem="&Expert")
level:="Expert", Width:=30, Height:=16, MineMax:=99
IniWrite,%level%,%A_ScriptFullPath%,InGameSettings,level
IniWrite,%Width%,%A_ScriptFullPath%,InGameSettings,Width
IniWrite,%Height%,%A_ScriptFullPath%,InGameSettings,Height
IniWrite,%MineMax%,%A_ScriptFullPath%,InGameSettings,MineMax
IniWrite,%Marks%,%A_ScriptFullPath%,InGameSettings,Marks
IniWrite,%Sound%,%A_ScriptFullPath%,InGameSettings,Sound
IniWrite,%Color%,%A_ScriptFullPath%,InGameSettings,Color
NewGame()
Return
 
CustomMenu: ; label for setting window
Gui,2:+Owner1 ; make Gui#2 owned by gameWindow
Gui,2:Default ; set to default
Gui,1:+Disabled ; disable gameWindow
Gui,-MinimizeBox +E0x00000400
Gui,Add,Text,x15 y36 w38 h16,&Height:
Gui,Add,Edit,Number x60 y33 w38 h20 vHeight HwndHwndHeight,%Height% ; use inGame settings
Gui,Add,Text,x15 y60 w38 h16,&Width:
Gui,Add,Edit,Number x60 y57 w38 h20 vWidth HwndHwndWidth,%Width%
Gui,Add,Text,x15 y85 w38 h16,&Mines:
Gui,Add,Edit,Number x60 y81 w38 h20 vMineMax HwndHwndMines,%MineMax%
Gui,Add,Button,x120 y33 w60 h26 Default HwndHwndOK,OK
Gui,Add,Button,x120 y75 w60 h26 g2GuiClose HwndHwndCancel,Cancel ; jump directly to 2GuiClose label
Gui,Show,w195 h138,Custom Field
Return
 
2ButtonOK: ; label for OK button in settings window
Gui,2:Submit,NoHide
level:="Custom"
MineMax:=MineMax<10 ? 10 : MineMax>((Width-1)*(Height-1)) ? ((Width-1)*(Height-1)) : MineMax
Width:=Width<9 ? 9 : Width>30 ? 30 : Width
Height:=Height<9 ? 9 : Height>24 ? 24 : Height
GoSub,LevelMenu
Return
 
2GuiClose:
2GuiEscape:
Gui,1:-Disabled ; reset GUI status and destroy setting window
Gui,1:Default
Gui,2:Destroy
Return
 
ToggleMenu:
Toggle:=RegExReplace(RegExReplace(A_ThisMenuItem,"\s.*"),"&")
temp:=%Toggle%
%Toggle%:=!%Toggle%
Menu,GameMenu,ToggleCheck,%A_ThisMenuItem%
IniWrite,% %Toggle%,%A_ScriptFullPath%,InGameSettings,%Toggle%
Return
 
BestTimesMenu:
Gui,3:+Owner1
Gui,3:Default
Gui,1:+Disabled
Gui,-MinimizeBox +E0x00000400
Gui,Add,Text,x15 y22 w250 vBestTimeBeginner HwndHwndBTB,Beginner: %BestTimeBeginner%
Gui,Add,Text,x15 y38 w250 vBestTimeIntermediate HwndHwndBTI,Intermediate: %BestTimeIntermediate%
Gui,Add,Text,x15 y54 w250 vBestTimeExpert HwndHwndBTE,Expert: %BestTimeExpert%
Gui,Add,Button,x38 y89 w75 h20 HwndHwndRS,&Reset Scores
Gui,Add,Button,x173 y89 w45 h20 Default HwndHwndOK,OK
Gui,Show,w255 h122,Fastest Mine Sweepers
Return
 
3ButtonResetScores:
BestTimeBeginner =999 seconds Anonymous
BestTimeIntermediate=999 seconds Anonymous
BestTimeExpert =999 seconds Anonymous
GuiControl,,BestTimeBeginner,Beginner: %BestTimeBeginner%`nIntermediate: %BestTimeIntermediate%`nExpert: %BestTimeExpert%
GuiControl,,BestTimeIntermediate,Intermediate: %BestTimeIntermediate%`nExpert: %BestTimeExpert%
GuiControl,,BestTimeExpert,Expert: %BestTimeExpert%
IniWrite,%BestTimeBeginner%,%A_ScriptFullPath%,InGameSettings,BestTimeBeginner
IniWrite,%BestTimeIntermediate%,%A_ScriptFullPath%,InGameSettings,BestTimeIntermediate
IniWrite,%BestTimeExpert%,%A_ScriptFullPath%,InGameSettings,BestTimeExpert
3GuiEscape: ; fall through:
3GuiClose:
3ButtonOK:
Gui,1:-Disabled ; reset GUI status and destroy setting window
Gui,1:Default
Gui,3:Destroy
Return
 
^q::
GuiClose:
ExitApp
 
HelpMenu:
;Run C:\WINDOWS\Help\winmine.chm
Return
 
AboutMenu:
Msgbox,64,About Minesweeper,AutoHotkey (r) Minesweeper`nVersion 1.0.6`nCopyright (c) 2014`nby derRaphael and Sobriquet
Return
 
~LButton::
~!LButton::
~^LButton::
~#LButton::
Tooltip
If (GetKeyState("RButton","P"))
Return
If A_OSVersion not in WIN_2003,WIN_XP,WIN_2000,WIN_NT4,WIN_95,WIN_98,WIN_ME
If(A_PriorHotkey="~*LButton Up" && A_TimeSincePriorHotkey<100)
GoTo,*MButton Up ; invoke MButton handling for autofill on left double-click in vista+
If (GameOver)
Return
MouseGetPos,,y
If (y>47)
GuiControl,,NewGame,m
Return
 
~*LButton Up::
If (GetKeyState("RButton","P"))
GoTo,*MButton Up
If (GameOver)
Return
GuiControl,,NewGame,K
control:=GetControlFromClassNN(), NumX:=NumY:=0
RegExMatch(control,"Si)T_x(?P<X>\d+)y(?P<Y>\d+)",Num) ; get Position
StartGame(NumX,NumY) ; start game if neccessary
Check(NumX,NumY)
Return
 
+LButton::
*MButton::
Tooltip
If (GameOver)
Return
MouseGetPos,,y
If (y>47)
GuiControl,,NewGame,m
Return
 
+LButton Up::
*MButton Up::
If (GameOver)
Return
GuiControl,,NewGame,K
StartGame(NumX,NumY) ; start game if neccessary
If (GetKeyState("Esc","P"))
{
SetTimer,UpdateTimer,Off
Return
}
control:=GetControlFromClassNN(), NumX:=NumY:=0
RegExMatch(control,"Si)T_x(?P<X>\d+)y(?P<y>\d+)",Num)
If ( !NumX || !NumY || B_x%NumX%y%NumY%!=1)
Return
temp:=0
Loop,3 { ; loop over neighbors: three columns vertically
ty:=NumY-2+A_Index ; calculate top offset
Loop,3 { ; and three horizontally
tx:=NumX-2+A_Index ; calculate left offset
If (B_x%tx%y%ty% = "O") ; count number of marked mines around position
temp++
}
}
If (temp=T_x%NumX%y%NumY%)
Loop,3 { ; loop over neighbors: three columns vertically
ty:=NumY-2+A_Index ; calculate top offset
Loop,3 { ; and three horizontally
tx:=NumX-2+A_Index ; calculate left offset
Check(tx,ty) ; simulate user clicking on each surrounding square
}
}
Return
 
~*RButton::
If (GameOver || GetKeyState("LButton","P"))
Return
control:=GetControlFromClassNN(), NumX:=NumY:=0
RegExMatch(control,"Si)T_x(?P<X>\d+)y(?P<y>\d+)",Num) ; grab 'em
If ( !NumX || !NumY || B_x%NumX%y%NumY%=1)
Return
StartGame(NumX,NumY) ; start counter if neccessary
B_x%NumX%y%NumY%:=(B_x%NumX%y%NumY%="" ? "O" : (B_x%NumX%y%NumY%="O" && Marks=1 ? "I" : ""))
GuiControl,,B_x%NumX%y%NumY%,% B_x%NumX%y%NumY%
UpdateChecks()
Return
 
~*RButton Up::
If (GetKeyState("LButton","P"))
GoTo,*MButton Up
Return
 
GetControlFromClassNN(){
Global width
MouseGetPos,,,,control
If (SubStr(control,1,6)="Button")
NumX:=mod(SubStr(control,7)-2,width)+1,NumY:=(SubStr(control,7)-2)//width+1
Else If (SubStr(control,1,6)="Static")
NumX:=mod(SubStr(control,7)-3,width)+1,NumY:=(SubStr(control,7)-3)//width+1
Return "T_x" NumX "y" NumY
}
 
WM_HELP(_,_lphi)
{
Global
hItemHandle:=NumGet(_lphi+0,12)
If (hItemHandle=HwndBTB || hItemHandle=HwndBTI || hItemHandle=HwndBTE)
ToolTip Displays a player's best game time`, and the player's name`, for`neach level of play: Beginner`, Intermediate`, and Expert.
Else If (hItemHandle=HwndRS)
ToolTip Click to clear the current high scores.
Else If (hItemHandle=HwndOK)
ToolTip Closes the dialog box and saves any changes you`nhave made.
Else If (hItemHandle=HwndCancel)
ToolTip Closes the dialog box without saving any changes you have`nmade.
Else If (hItemHandle=HwndHeight)
ToolTip Specifies the number of vertical squares on the`nplaying field.
Else If (hItemHandle=HwndWidth)
ToolTip Specifies the number of horizontal squares on the`nplaying field.
Else If (hItemHandle=HwndMines)
ToolTip Specifies the number of mines to be placed on the`nplaying field.
}
 
:*?B0:xyzzy:: ; cheat
KeyWait,Shift,D T1 ; 1 sec grace period to press shift
If (ErrorLevel)
Return
While,GetKeyState("Shift","P")
{
control:=GetControlFromClassNN()
If (%control% = "M")
SplashImage,,B X0 Y0 W1 H1 CW000000 ; black pixel
Else
SplashImage,,B X0 Y0 W1 H1 CWFFFFFF ; white pixel
Sleep 100
}
SplashImage,Off
Return
 
/*
Version History
=================
Dec 29, 2008
1.0.0 Initial Release
1.0.1 BugFix
- Game Restart Issues mentioned by Frankie
- Guess count fixup I
- Startbehaviour of game (time didnt start when 1st click was RMB Guess)
Dec 30, 2008
1.0.2 BugFix
- Field Size Control vs Max MineCount / mentioned by °digit° / IsNull
1.0.3 BugFix
- Guess count fixup II mentioned by °digit°
- Corrected count when 'guessed' field uncovered
Dec 31, 2008
1.0.4 BugFix
- Fix of Min Field & MineSettings
Mar 7, 2014
1.0.5 AddFeatures
- Make appearance more like original
- Make first click always safe
- Re-license as CeCILL v2
Mar 8, 2014
1.0.6 AddFeatures
- Add cheat code
- Add middle-button shortcut
- Re-license as GPL 1.3
*/

[edit] BASIC256

[edit] Mouse version

Game won
Game lost (green mines are those that were flagged before explosion)
N = 6 : M = 5 : H = 25 : P = 0.2
 
fastgraphics
graphsize N*H,(M+1)*H
font "Arial",H/2+1,75
dim f(N,M) # 1 open, 2 mine, 4 expected mine
dim s(N,M) # count of mines in a neighborhood
 
trian1 = {1,1,H-1,1,H-1,H-1} : trian2 = {1,1,1,H-1,H-1,H-1}
mine = {2,2, H/2,H/2-2, H-2,2, H/2+2,H/2, H-2,H-2, H/2,H/2+2, 2,H-2, H/2-2,H/2}
flag = {H/2-1,3, H/2+1,3, H-4,H/5, H/2+1,H*2/5, H/2+1,H*0.9-2, H*0.8,H-2, H*0.2,H-2, H/2-1,H*0.9-2}
 
mines = int(N*M*P) : k = mines : act = 0
while k>0
i = int(rand*N) : j = int(rand*M)
if not f[i,j] then
f[i,j] = 2 : k = k - 1 # set mine
s[i,j] = s[i,j] + 1 : gosub adj # count it
 
end if
end while
togo = M*N-mines : over = 0 : act = 1
 
gosub redraw
while not over
clickclear
while not clickb
pause 0.01
end while
i = int(clickx/H) : j = int(clicky/H)
if i<N and j<M then
if clickb=1 then
if not (f[i,j]&4) then ai = i : aj = j : gosub opencell
if not s[i,j] then gosub adj
else
if not (f[i,j]&1) then
if f[i,j]&4 then mines = mines+1
if not (f[i,j]&4) then mines = mines-1
f[i,j] = (f[i,j]&~4)|(~f[i,j]&4)
end if
end if
if not (togo or mines) then over = 1
gosub redraw
end if
end while
imgsave "Minesweeper_game_BASIC-256.png", "PNG"
end
 
redraw:
for i = 0 to N-1
for j = 0 to M-1
if over=-1 and f[i,j]&2 then f[i,j] = f[i,j]|1
gosub drawcell
next j
next i
# Counter
color (32,32,32) : rect 0,M*H,N*H,H
color white : x = 5 : y = M*H+H*0.05
if not over then text x,y,"Mines: " + mines
if over=1 then text x,y,"You won!"
if over=-1 then text x,y,"You lost"
refresh
return
 
drawcell:
color darkgrey
rect i*H,j*H,H,H
if f[i,j]&1=0 then # closed
color black : stamp i*H,j*H,trian1
color white : stamp i*H,j*H,trian2
color grey : rect i*H+2,j*H+2,H-4,H-4
if f[i,j]&4 then color blue : stamp i*H,j*H,flag
else
color 192,192,192 : rect i*H+1,j*H+1,H-2,H-2
# Draw
if f[i,j]&2 then # mine
if not (f[i,j]&4) then color red
if f[i,j]&4 then color darkgreen
circle i*H+H/2,j*H+H/2,H/5 : stamp i*H,j*H,mine
else
if s[i,j] then color (32,32,32) : text i*H+H/3,j*H+1,s[i,j]
end if
end if
return
 
adj:
aj = j-1
if j and i then ai = i-1 : gosub adjact
if j then ai = i : gosub adjact
if j and i<N-1 then ai = i+1 : gosub adjact
aj = j
if i then ai = i-1 : gosub adjact
if i<N-1 then ai = i+1 : gosub adjact
aj = j+1
if j<M-1 and i then ai = i-1 : gosub adjact
if j<M-1 then ai = i : gosub adjact
if j<M-1 and i<N-1 then ai = i+1 : gosub adjact
return
 
adjact:
if not act then s[ai,aj] = s[ai,aj]+1 : return
if act then gosub opencell : return
 
opencell:
if not (f[ai,aj]&1) then
f[ai,aj] = f[ai,aj]|1
togo = togo-1
end if
if f[ai,aj]&2 then over = -1
return

[edit] C

dwlmines uses curses rather than battleship coordinate input, giving the game a gui feel driven with the keyboard rather than the mouse, played in a character cell terminal rather than a window filled with glorious new icons. On ubuntu linux distribution this command might be that I used to install curses: $ sudo apt-get install libncurses-dev

Library: curses
#if 0
 
Unix build:
 
make CPPFLAGS=-DNDEBUG LDLIBS=-lcurses mines
 
dwlmines, by David Lambert; sometime in the twentieth Century. The
program is meant to run in a terminal window compatible with curses
if unix is defined to cpp, or to an ANSI terminal when compiled
without unix macro defined. I suppose I have built this on a
windows 98 computer using gcc running in a cmd window. The original
probably came from a VAX running VMS with a vt100 sort of terminal.
Today I have xterm and gcc available so I will claim only that it
works with this combination.
 
As this program can automatically play all the trivially counted
safe squares. Action is quick leaving the player with only the
thoughtful action. Whereas 's' steps on the spot with the cursor,
capital 'S' (Stomp) invokes autoplay.
 
The cursor motion keys are as in the vi editor; hjkl move the cursor.
 
'd' displays the number of unclaimed bombs and cells.
 
'f' flags a cell.
 
The numbers on the field indicate the number of bombs in the
unclaimed neighboring cells. This is more useful than showing the
values you expect. You may find unflagging a cell adjacent to a
number will help you understand this.
 
There is extra code here. The multidimensional array allocator
allocarray is much better than those of Numerical Recipes in C. If
you subtracted the offset 1 to make the arrays FORTRAN like then
allocarray could substitute for those of NR in C.
#endif
 
#include <stdarg.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
 
#ifndef NDEBUG
# define DEBUG_CODE(A) A
#else
# define DEBUG_CODE(A)
#endif
 
 
#include <time.h>
 
#define DIM(A) (sizeof((A))/sizeof(*(A)))
#define MAX(A,B) ((A)<(B)?(B):(A))
#define BIND(A,L,H) ((L)<(A)?(A)<(H)?(A):(H):(L))
 
#define SET_BIT(A,B) ((A)|=1<<(B))
#define CLR_BIT(A,B) ((A)&=~(1<<(B)))
#define TGL_BIT(A,B) ((A)^=1<<(B))
#define INQ_BIT(A,B) ((A)&(1<<(B)))
#define FOREVER for(;;)
#define MODINC(i,mod) ((i)+1<(mod)?(i)+1:0)
#define MODDEC(i,mod) (((i)<=0?(mod):(i))-1)
 
void error(int status,const char *message) {
fprintf(stderr, "%s\n", message);
exit(status);
}
 
void*dwlcalloc(int n,size_t bytes) {
void*rv = (void*)calloc(n,bytes);
if (NULL == rv)
error(1,"memory allocation failure");
DEBUG_CODE(fprintf(stderr,"allocated address %p\n",rv);)
return rv;
}
 
void*allocarray(int rank,size_t*shape,size_t itemSize) {
/*
Allocates arbitrary dimensional arrays (and inits all pointers)
with only 1 call to malloc. David W. Lambert, written before 1990.
This is wonderful because one only need call free once to deallocate
the space. Special routines for each size array are not need for
allocation of for deallocation. Also calls to malloc might be expensive
because they might have to place operating system requests. One call
seems optimal.
*/

size_t size,i,j,dataSpace,pointerSpace,pointers,nextLevelIncrement;
char*memory,*pc,*nextpc;
if (rank < 2) {
if (rank < 0)
error(1,"invalid negative rank argument passed to allocarray");
size = rank < 1 ? 1 : *shape;
return dwlcalloc(size,itemSize);
}
pointerSpace = 0, dataSpace = 1;
for (i = 0; i < rank-1; ++i)
pointerSpace += (dataSpace *= shape[i]);
pointerSpace *= sizeof(char*);
dataSpace *= shape[i]*itemSize;
memory = pc = dwlcalloc(1,pointerSpace+dataSpace);
pointers = 1;
for (i = 0; i < rank-2; ) {
nextpc = pc + (pointers *= shape[i])*sizeof(char*);
nextLevelIncrement = shape[++i]*sizeof(char*);
for (j = 0; j < pointers; ++j)
*((char**)pc) = nextpc, pc+=sizeof(char*), nextpc += nextLevelIncrement;
}
nextpc = pc + (pointers *= shape[i])*sizeof(char*);
nextLevelIncrement = shape[++i]*itemSize;
for (j = 0; j < pointers; ++j)
*((char**)pc) = nextpc, pc+=sizeof(char*), nextpc += nextLevelIncrement;
return memory;
}
 
#define PRINT(element) \
if (NULL == print_elt) \
printf("%10.3e",*(double*)(element)); \
else \
(*print_elt)(element)

 
/* matprint prints an array in APL\360 style */
/* with a NULL element printing function matprint assumes an array of double */
void*matprint(void*a,int rank,size_t*shape,size_t size,void(*print_elt)()) {
union {
unsigned **ppu;
unsigned *pu;
unsigned u;
} b;
int i;
if (rank <= 0 || NULL == shape)
PRINT(a);
else if (1 < rank) {
for (i = 0; i < shape[0]; ++i)
matprint(((void**)a)[i], rank-1,shape+1,size,print_elt);
putchar('\n');
for (i = 0, b.pu = a; i < shape[0]; ++i, b.u += size) {
PRINT(b.pu);
putchar(' ');
}
}
}
 
#ifdef __unix__
# include <curses.h>
# include <unistd.h>
# define SRANDOM srandom
# define RANDOM random
#else
# include <windows.h>
void addch(int c) { putchar(c); }
void addstr(const char*s) { fputs(s,stdout); }
# define ANSI putchar(27),putchar('[')
void initscr(void) { printf("%d\n",AllocConsole()); }
void cbreak(void) { ; }
void noecho(void) { ; }
void nonl(void) { ; }
int move(int r,int c) { ANSI; return printf("%d;%dH",r+1,c+1); }
int mvaddch(int r,int c,int ch) { move(r,c); addch(ch); }
void refresh(void) { ; }
# define WA_STANDOUT 32
int attr_on(int a,void*p) { ANSI; return printf("%dm",a); }
int attr_off(int a,void*p) { attr_on(0,NULL); }
# include <stdarg.h>
void printw(const char*fmt,...) {
va_list args;
va_start(args,fmt);
vprintf(fmt,args);
va_end(args);
}
void clrtoeol(void) {
ANSI;addstr("0J");
}
# define SRANDOM srand
# define RANDOM rand
#endif
 
#ifndef EXIT_SUCCESS
# define EXIT_SUCCESS 1 /* just a guess */
#endif
 
 
#if 0
cell status
UNKN --- contains virgin earth (initial state)
MINE --- has a mine
FLAG --- was flagged
#endif
 
enum {UNKN,MINE,FLAG}; /* bit numbers */
 
#define DETECT(CELL,PROPERTY) (!!INQ_BIT(CELL,PROPERTY))
 
DEBUG_CODE( \
void pchr(void*a) { /* odd comment removed */ \
putchar('A'+*(char*a)); /* should print the nth char of alphabet */\
} /* where 'A' is 0 */ \
)
 
char**bd; /* the board */
size_t shape[2];
#define RWS (shape[0])
#define CLS (shape[1])
 
void populate(int x,int y,int pct) { /* finished size in col, row, % mines */
int i,j,c;
x = BIND(x,4,200), y = BIND(y,4,400); /* confine input as piecewise linear */
shape[0] = x+2, shape[1] = y+2; bd = (char**)allocarray(2,shape,sizeof(char));
memset(*bd,1<<UNKN,shape[0]*shape[1]*sizeof(char)); /* all unknown */
for (i = 0; i < shape[0]; ++i) /* border is safe */
bd[i][0] = bd[i][shape[1]-1] = 0;
for (i = 0; i < shape[1]; ++i)
bd[0][i] = bd[shape[0]-1][i] = 0;
{
time_t seed; /* now I would choose /dev/random */
printf("seed is %u\n",(unsigned)seed);
time(&seed), SRANDOM((unsigned)seed);
}
c = BIND(pct,1,99)*x*y/100; /* number of mines to set */
while(c) {
i = RANDOM(), j = 1+i%y, i = 1+(i>>16)%x;
if (! DETECT(bd[i][j],MINE)) /* 1 mine per site */
--c, SET_BIT(bd[i][j],MINE);
}
DEBUG_CODE(matprint(bd,2,shape,sizeof(int),pchr);)
RWS = x+1, CLS = y+1; /* shape now stores the upper bounds */
}
 
struct {
int i,j;
} neighbor[] = {
{-1,-1}, {-1, 0}, {-1, 1},
{ 0,-1}, /*home*/ { 0, 1},
{ 1,-1}, { 1, 0}, { 1, 1}
};
/* NEIGHBOR seems to map 0..8 to local 2D positions */
#define NEIGHBOR(I,J,K) (bd[(I)+neighbor[K].i][(J)+neighbor[K].j])
 
int cnx(int i,int j,char w) { /* count neighbors with property w */
int k,c = 0;
for (k = 0; k < DIM(neighbor); ++k)
c += DETECT(NEIGHBOR(i,j,k),w);
return c;
}
 
int row,col;
#define ME bd[row+1][col+1]
 
int step(void) {
if (DETECT(ME,FLAG)) return 1; /* flags offer protection */
if (DETECT(ME,MINE)) return 0; /* lose */
CLR_BIT(ME,UNKN);
return 1;
}
 
int autoplay(void) {
int i,j,k,change,m;
if (!step()) return 0;
do /* while changing */
for (change = 0, i = 1; i < RWS; ++i)
for (j = 1; j < CLS; ++j)
if (!DETECT(bd[i][j],UNKN)) { /* consider nghbrs of safe cells */
m = cnx(i,j,MINE);
if (cnx(i,j,FLAG) == m) { /* mines appear flagged */
for (k = 0; k < DIM(neighbor); ++k)
if (DETECT(NEIGHBOR(i,j,k),UNKN)&&!DETECT(NEIGHBOR(i,j,k),FLAG)) {
if (DETECT(NEIGHBOR(i,j,k),MINE)) { /* OOPS! */
row = i+neighbor[k].i-1, col = j+neighbor[k].j-1;
return 0;
}
change = 1, CLR_BIT(NEIGHBOR(i,j,k),UNKN);
}
} else if (cnx(i,j,UNKN) == m)
for (k = 0; k < DIM(neighbor); ++k)
if (DETECT(NEIGHBOR(i,j,k),UNKN))
change = 1, SET_BIT(NEIGHBOR(i,j,k),FLAG);
}
while (change);
return 1;
}
 
void takedisplay(void) { initscr(), cbreak(), noecho(), nonl(); }
 
void help(void) {
move(RWS,1),clrtoeol(), printw("move:hjkl flag:Ff step:Ss other:qd?");
}
 
void draw(void) {
int i,j,w;
const char*s1 = " 12345678";
move(1,1);
for (i = 1; i < RWS; ++i, addstr("\n "))
for (j = 1; j < CLS; ++j, addch(' ')) {
w = bd[i][j];
if (!DETECT(w,UNKN)) {
w = cnx(i,j,MINE)-cnx(i,j,FLAG);
if (w < 0) attr_on(WA_STANDOUT,NULL), w = -w;
addch(s1[w]);
attr_off(WA_STANDOUT,NULL);
}
else if (DETECT(w,FLAG)) addch('F');
else addch('*');
}
move(row+1,2*col+1);
refresh();
}
 
void show(int win) {
int i,j,w;
const char*s1 = " 12345678";
move(1,1);
for (i = 1; i < RWS; ++i, addstr("\n "))
for (j = 1; j < CLS; ++j, addch(' ')) {
w = bd[i][j];
if (!DETECT(w,UNKN)) {
w = cnx(i,j,MINE)-cnx(i,j,FLAG);
if (w < 0) attr_on(WA_STANDOUT,NULL), w = -w;
addch(s1[w]);
attr_off(WA_STANDOUT,NULL);
}
else if (DETECT(w,FLAG))
if (DETECT(w,MINE)) addch('F');
else attr_on(WA_STANDOUT,NULL), addch('F'),attr_off(WA_STANDOUT,NULL);
else if (DETECT(w,MINE)) addch('M');
else addch('*');
}
mvaddch(row+1,2*col,'('), mvaddch(row+1,2*(col+1),')');
move(RWS,0);
refresh();
}
 
#define HINTBIT(W) s3[DETECT(bd[r][c],(W))]
#define NEIGCNT(W) s4[cnx(r,c,(W))]
 
const char*s3="01", *s4="012345678";
 
void dbg(int r, int c) {
int i,j,unkns=0,mines=0,flags=0,pct;
char o[6];
static int hint;
for (i = 1; i < RWS; ++i)
for (j = 1; j < CLS; ++j)
unkns += DETECT(bd[i][j],UNKN),
mines += DETECT(bd[i][j],MINE),
flags += DETECT(bd[i][j],FLAG);
move(RWS,1), clrtoeol();
pct = 0.5+100.0*(mines-flags)/MAX(1,unkns-flags);
if (++hint<4)
o[0] = HINTBIT(UNKN), o[1] = HINTBIT(MINE), o[2] = HINTBIT(FLAG),
o[3] = HINTBIT(UNKN), o[4] = NEIGCNT(MINE), o[5] = NEIGCNT(FLAG);
else
memset(o,'?',sizeof(o));
printw("(%c%c%c) u=%c, m=%c, f=%c,  %d/%d (%d%%) remain.",
o[0],o[1],o[2],o[3],o[4],o[5],mines-flags,unkns-flags,pct);
}
#undef NEIGCNT
#undef HINTBIT
 
void toggleflag(void) {
if (DETECT(ME,UNKN))
TGL_BIT(ME,FLAG);
}
int sureflag(void) {
toggleflag();
return autoplay();
}
int play(int*win) {
int c = getch(), d = tolower(c);
if ('q' == d) return 0;
else if ('?' == c) help();
else if ('h' == d) col = MODDEC(col,CLS-1);
else if ('l' == d) col = MODINC(col,CLS-1);
else if ('k' == d) row = MODDEC(row,RWS-1);
else if ('j' == d) row = MODINC(row,RWS-1);
else if ('f' == c) toggleflag();
else if ('s' == c) return *win = step();
else if ('S' == c) return *win = autoplay();
else if ('F' == c) return *win = sureflag();
else if ('d' == d) dbg(row+1,col+1);
return 1;
}
 
int convert(const char*name,const char*s) {
if (strlen(s) == strspn(s,"0123456789"))
return atoi(s);
fprintf(stderr," use:  %s [rows [columns [percentBombs]]]\n",name);
fprintf(stderr,"default:  %s 20 30 25\n",name);
exit(EXIT_SUCCESS);
}
 
void parse_command_line(int ac,char*av[],int*a,int*b,int*c) {
switch (ac) {
default:
case 4: *c = convert(*av,av[3]);
case 3: *b = convert(*av,av[2]);
case 2: *a = convert(*av,av[1]);
case 1: ;
}
}
 
int main(int ac,char*av[],char*env[]) {
int win = 1, rows = 20, cols = 30, prct = 25;
parse_command_line(ac,av,&rows,&cols,&prct);
populate(rows,cols,prct);
takedisplay();
while(draw(), play(&win));
show(win);
free(bd);
# ifdef __unix__
{
const char*s = "/bin/stty";
execl(s,s,"sane",(const char*)NULL);
}
# endif
return 0;
}

[edit] Mouse version

Using ncurses and mouse input. Compiled with gcc -lncurses -Wall -std=c99. Run as a.out [height] [width]; your terminal needs to support mouse input, and at least 2*width + 2 columns wide. Left button clears a cell, right button toggles mine mark, middle button on a cleared cell clears all neighboring cells (or blow up if there are unmarked mines). When mine count drops to zero, click "claim victory" to win the game or blow up.

#include <ncurses.h>
#include <locale.h>
#include <stdlib.h>
 
int width = 0, height = 0;
int mine_ratio = 10, n_mines;
int reveal = 0;
 
WINDOW *win, *wrap;
 
enum {
M_NONE = 0,
M_CLEARED = 1 << 0,
M_MARKED = 1 << 1,
M_MINED = 1 << 2,
M_BOMBED = 1 << 3,
};
typedef struct { unsigned short flag, cnt; } mine_t;
 
#define for_i for (int i = 0; i < height; i++)
#define for_j for (int j = 0; j < width; j++)
void init_mines(void * ptr)
{
mine_t (*m)[width] = ptr;
for_i for_j
if (rand() % mine_ratio)
m[i][j].flag = M_NONE;
else {
m[i][j].flag = M_MINED;
n_mines ++;
}
 
for_i for_j {
m[i][j].cnt = 0;
for (int x = j - 1; x <= j + 1; x++) {
if (x < 0 || x > width) continue;
for (int y = i - 1; y <= i + 1; y++) {
if (y < 0 || y >= width) continue;
m[i][j].cnt += 1 && (m[y][x].flag & M_MINED);
}
}
}
}
 
int mine_clear(void *ptr, int x, int y, int mass_clear)
{
mine_t (*m)[width] = ptr;
unsigned short flag;
if (x < 0 || x >= width || y < 0 || y >= height)
return 1;
flag = m[y][x].flag;
 
if (((flag & M_CLEARED) && 1) != mass_clear) return 1;
 
if ((flag & M_MINED) && !(flag & M_MARKED)) {
m[y][x].flag |= M_BOMBED;
reveal = 1;
return 0;
}
 
if (!(flag & M_MARKED))
flag = (m[y][x].flag |= M_CLEARED);
 
if (m[y][x].cnt && !mass_clear) return 1;
if (flag & M_MARKED) return 1;
 
for (int i = y - 1; i <= y + 1; i++)
for (int j = x - 1; j <= x + 1; j++)
if (!mine_clear(ptr, j, i, 0)) return 0;
return 1;
}
 
void mine_mark(void *ptr, int x, int y)
{
mine_t (*m)[width] = ptr;
if (m[y][x].flag & M_CLEARED) return;
if (m[y][x].flag & M_MARKED)
n_mines ++;
else
n_mines --;
m[y][x].flag ^= M_MARKED;
}
 
int check_wining(void *ptr)
{
mine_t (*m)[width] = ptr;
int good = 1;
for_i for_j {
int f = m[i][j].flag;
if ((f & M_MINED) && !(f & M_MARKED)) {
m[i][j].flag = M_BOMBED;
good = 0;
}
}
mvwprintw(wrap, height + 1, 0, good ? "All clear! " : "BOOM! ");
reveal = 1;
return good;
}
 
void repaint(void *ptr)
{
mine_t (*m)[width] = ptr, *p;
box(win, 0, 0);
for_i for_j {
char c;
p = &m[i][j];
int f = p->flag;
if (reveal)
c = (f & M_BOMBED) ? 'X' : (f & M_MINED) ? 'o' : ' ';
else if (p->flag & M_BOMBED)
c = 'X';
else if (p->flag & M_MARKED)
c = '?';
else if (p->flag & M_CLEARED)
c = p->cnt ? p->cnt + '0' : ' ';
else
c = '.';
mvwprintw(win, i + 1, 2 * j + 1, " %c", c);
}
if (reveal);
else if (n_mines)
mvwprintw(wrap, height + 1, 0, "Mines:%6d ", n_mines);
else
mvwprintw(wrap, height + 1, 0, "Claim victory? ");
wrefresh(wrap);
wrefresh(win);
}
 
int main(int c, char **v)
{
MEVENT evt;
 
printf("%d\n", c);
 
if (c >= 3) {
height = atoi(v[1]);
width = atoi(v[2]);
}
if (height < 3) height = 15;
if (width < 3) width = 30;
 
initscr();
int mines[height][width];
init_mines(mines);
 
win = newwin(height + 2, 2 * width + 2, 0, 0);
wrap = newwin(height + 3, 2 * width + 2, 1, 0);
 
keypad(wrap, 1);
mousemask(BUTTON1_CLICKED | BUTTON2_CLICKED | BUTTON3_CLICKED, 0);
 
while (1) {
int ch;
repaint(mines);
if ((ch = wgetch(wrap)) != KEY_MOUSE) {
if (ch != 'r') break;
reveal = !reveal;
continue;
}
 
if (getmouse(&evt) != OK) continue;
 
if ((evt.bstate & BUTTON1_CLICKED)) {
if (evt.y == height + 2 && !n_mines) {
check_wining(mines);
break;
}
if (!mine_clear(mines, (evt.x - 1) / 2, evt.y - 1, 0))
break;
}
else if ((evt.bstate & BUTTON2_CLICKED)) {
if (!mine_clear(mines, (evt.x - 1) / 2, evt.y - 1, 1))
break;
}
else if ((evt.bstate & BUTTON3_CLICKED))
mine_mark(mines, (evt.x - 1)/2, evt.y - 1);
}
repaint(mines);
 
mousemask(0, 0);
keypad(wrap, 0);
endwin();
return 0;
}

[edit] C++

This solution implements the required task and one more command: unknown. It is represented by a '?' that's why the flag in this solution is represented as a '!'

 
#include <iostream>
#include <string>
#include <windows.h>
using namespace std;
typedef unsigned char byte;
 
enum fieldValues : byte { OPEN, CLOSED = 10, MINE, UNKNOWN, FLAG, ERR };
 
class fieldData
{
public:
fieldData() : value( CLOSED ), open( false ) {}
byte value;
bool open, mine;
};
 
class game
{
public:
~game()
{ if( field ) delete [] field; }
 
game( int x, int y )
{
go = false; wid = x; hei = y;
field = new fieldData[x * y];
memset( field, 0, x * y * sizeof( fieldData ) );
oMines = ( ( 22 - rand() % 11 ) * x * y ) / 100;
mMines = 0;
int mx, my, m = 0;
for( ; m < oMines; m++ )
{
do
{ mx = rand() % wid; my = rand() % hei; }
while( field[mx + wid * my].mine );
field[mx + wid * my].mine = true;
}
graphs[0] = ' '; graphs[1] = '.'; graphs[2] = '*';
graphs[3] = '?'; graphs[4] = '!'; graphs[5] = 'X';
}
 
void gameLoop()
{
string c, r, a;
int col, row;
while( !go )
{
drawBoard();
cout << "Enter column, row and an action( c r a ):\nActions: o => open, f => flag, ? => unknown\n";
cin >> c >> r >> a;
if( c[0] > 'Z' ) c[0] -= 32; if( a[0] > 'Z' ) a[0] -= 32;
col = c[0] - 65; row = r[0] - 49;
makeMove( col, row, a );
}
}
 
private:
void makeMove( int x, int y, string a )
{
fieldData* fd = &field[wid * y + x];
if( fd->open && fd->value < CLOSED )
{
cout << "This cell is already open!";
Sleep( 3000 ); return;
}
if( a[0] == 'O' ) openCell( x, y );
else if( a[0] == 'F' )
{
fd->open = true;
fd->value = FLAG;
mMines++;
checkWin();
}
else
{
fd->open = true;
fd->value = UNKNOWN;
}
}
 
bool openCell( int x, int y )
{
if( !isInside( x, y ) ) return false;
if( field[x + y * wid].mine ) boom();
else
{
if( field[x + y * wid].value == FLAG )
{
field[x + y * wid].value = CLOSED;
field[x + y * wid].open = false;
mMines--;
}
recOpen( x, y );
checkWin();
}
return true;
}
 
void drawBoard()
{
system( "cls" );
cout << "Marked mines: " << mMines << " from " << oMines << "\n\n";
for( int x = 0; x < wid; x++ )
cout << " " << ( char )( 65 + x ) << " ";
cout << "\n"; int yy;
for( int y = 0; y < hei; y++ )
{
yy = y * wid;
for( int x = 0; x < wid; x++ )
cout << "+---";
 
cout << "+\n"; fieldData* fd;
for( int x = 0; x < wid; x++ )
{
fd = &field[x + yy]; cout<< "| ";
if( !fd->open ) cout << ( char )graphs[1] << " ";
else
{
if( fd->value > 9 )
cout << ( char )graphs[fd->value - 9] << " ";
else
{
if( fd->value < 1 ) cout << " ";
else cout << ( char )(fd->value + 48 ) << " ";
}
}
}
cout << "| " << y + 1 << "\n";
}
for( int x = 0; x < wid; x++ )
cout << "+---";
 
cout << "+\n\n";
}
 
void checkWin()
{
int z = wid * hei - oMines, yy;
fieldData* fd;
for( int y = 0; y < hei; y++ )
{
yy = wid * y;
for( int x = 0; x < wid; x++ )
{
fd = &field[x + yy];
if( fd->open && fd->value != FLAG ) z--;
}
}
if( !z ) lastMsg( "Congratulations, you won the game!");
}
 
void boom()
{
int yy; fieldData* fd;
for( int y = 0; y < hei; y++ )
{
yy = wid * y;
for( int x = 0; x < wid; x++ )
{
fd = &field[x + yy];
if( fd->value == FLAG )
{
fd->open = true;
fd->value = fd->mine ? MINE : ERR;
}
else if( fd->mine )
{
fd->open = true;
fd->value = MINE;
}
}
}
lastMsg( "B O O O M M M M M !" );
}
 
void lastMsg( string s )
{
go = true; drawBoard();
cout << s << "\n\n";
}
 
bool isInside( int x, int y ) { return ( x > -1 && y > -1 && x < wid && y < hei ); }
 
void recOpen( int x, int y )
{
if( !isInside( x, y ) || field[x + y * wid].open ) return;
int bc = getMineCount( x, y );
field[x + y * wid].open = true;
field[x + y * wid].value = bc;
if( bc ) return;
 
for( int yy = -1; yy < 2; yy++ )
for( int xx = -1; xx < 2; xx++ )
{
if( xx == 0 && yy == 0 ) continue;
recOpen( x + xx, y + yy );
}
}
 
int getMineCount( int x, int y )
{
int m = 0;
for( int yy = -1; yy < 2; yy++ )
for( int xx = -1; xx < 2; xx++ )
{
if( xx == 0 && yy == 0 ) continue;
if( isInside( x + xx, y + yy ) && field[x + xx + ( y + yy ) * wid].mine ) m++;
}
 
return m;
}
 
int wid, hei, mMines, oMines;
fieldData* field; bool go;
int graphs[6];
};
 
int main( int argc, char* argv[] )
{
srand( GetTickCount() );
game g( 4, 6 ); g.gameLoop();
return system( "pause" );
}
 
Output:
Marked mines: 0 from 5
  A   B   C   D
+---+---+---+---+
|   |   | 1 | . | 1
+---+---+---+---+
|   |   | 1 | * | 2
+---+---+---+---+
|   |   | 1 | . | 3
+---+---+---+---+
| 1 | 2 | 2 | . | 4
+---+---+---+---+
| . | * | * | . | 5
+---+---+---+---+
| . | . | * | * | 6
+---+---+---+---+

B O O O M M M M M !


Marked mines: 1 from 7
  A   B   C   D   E   F   G   H
+---+---+---+---+---+---+---+---+
|   |   |   |   | 1 | . | . | . | 1
+---+---+---+---+---+---+---+---+
| 1 | 1 |   | 1 | 2 | . | . | . | 2
+---+---+---+---+---+---+---+---+
| ! | 1 |   | 1 | . | . | . | . | 3
+---+---+---+---+---+---+---+---+
| 1 | 1 |   | 1 | 2 | . | 2 | 1 | 4
+---+---+---+---+---+---+---+---+
|   |   |   |   | 1 | . | 1 |   | 5
+---+---+---+---+---+---+---+---+
| 1 | 1 |   |   | 1 | 1 | 1 |   | 6
+---+---+---+---+---+---+---+---+
| . | 1 | 1 | 1 | 1 |   |   |   | 7
+---+---+---+---+---+---+---+---+
| . | . | . | . | 1 |   |   |   | 8
+---+---+---+---+---+---+---+---+

Enter column, row and an action( c r a ):
Actions: o => open, f => flag, ? => unknown

[edit] C#

The following solution implements the required task providing GUI (Windows Forms).

using System;
using System.Drawing;
using System.Windows.Forms;
 
class MineFieldModel
{
public int RemainingMinesCount{
get{
var count = 0;
ForEachCell((i,j)=>{
if (Mines[i,j] && !Marked[i,j])
count++;
});
return count;
}
}
 
public bool[,] Mines{get; private set;}
public bool[,] Opened{get;private set;}
public bool[,] Marked{get; private set;}
public int[,] Values{get;private set; }
public int Width{ get{return Mines.GetLength(1);} }
public int Height{ get{return Mines.GetLength(0);} }
 
public MineFieldModel(bool[,] mines)
{
this.Mines = mines;
this.Opened = new bool[Height, Width]; // filled with 'false' by default
this.Marked = new bool[Height, Width];
this.Values = CalculateValues();
}
 
private int[,] CalculateValues()
{
int[,] values = new int[Height, Width];
ForEachCell((i,j) =>{
var value = 0;
ForEachNeighbor(i,j, (i1,j1)=>{
if (Mines[i1,j1])
value++;
});
values[i,j] = value;
});
return values;
}
 
// Helper method for iterating over cells
public void ForEachCell(Action<int,int> action)
{
for (var i = 0; i < Height; i++)
for (var j = 0; j < Width; j++)
action(i,j);
}
 
// Helper method for iterating over cells' neighbors
public void ForEachNeighbor(int i, int j, Action<int,int> action)
{
for (var i1 = i-1; i1 <= i+1; i1++)
for (var j1 = j-1; j1 <= j+1; j1++)
if (InBounds(j1, i1) && !(i1==i && j1 ==j))
action(i1, j1);
}
 
private bool InBounds(int x, int y)
{
return y >= 0 && y < Height && x >=0 && x < Width;
}
 
public event Action Exploded = delegate{};
public event Action Win = delegate{};
public event Action Updated = delegate{};
 
public void OpenCell(int i, int j){
if(!Opened[i,j]){
if (Mines[i,j])
Exploded();
else{
OpenCellsStartingFrom(i,j);
Updated();
CheckForVictory();
}
}
}
 
void OpenCellsStartingFrom(int i, int j)
{
Opened[i,j] = true;
ForEachNeighbor(i,j, (i1,j1)=>{
if (!Mines[i1,j1] && !Opened[i1,j1] && !Marked[i1,j1])
OpenCellsStartingFrom(i1, j1);
});
}
 
void CheckForVictory(){
int notMarked = 0;
int wrongMarked = 0;
ForEachCell((i,j)=>{
if (Mines[i,j] && !Marked[i,j])
notMarked++;
if (!Mines[i,j] && Marked[i,j])
wrongMarked++;
});
if (notMarked == 0 && wrongMarked == 0)
Win();
}
 
public void Mark(int i, int j){
if (!Opened[i,j])
Marked[i,j] = true;
Updated();
CheckForVictory();
}
}
 
class MineFieldView: UserControl{
public const int CellSize = 40;
 
MineFieldModel _model;
public MineFieldModel Model{
get{ return _model; }
set
{
_model = value;
this.Size = new Size(_model.Width * CellSize+1, _model.Height * CellSize+2);
}
}
 
public MineFieldView(){
//Enable double-buffering to eliminate flicker
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer,true);
this.Font = new Font(FontFamily.GenericSansSerif, 14, FontStyle.Bold);
 
this.MouseUp += (o,e)=>{
Point cellCoords = GetCell(e.Location);
if (Model != null)
{
if (e.Button == MouseButtons.Left)
Model.OpenCell(cellCoords.Y, cellCoords.X);
else if (e.Button == MouseButtons.Right)
Model.Mark(cellCoords.Y, cellCoords.X);
}
};
}
 
Point GetCell(Point coords)
{
var rgn = ClientRectangle;
var x = (coords.X - rgn.X)/CellSize;
var y = (coords.Y - rgn.Y)/CellSize;
return new Point(x,y);
}
 
static readonly Brush MarkBrush = new SolidBrush(Color.Blue);
static readonly Brush ValueBrush = new SolidBrush(Color.Black);
static readonly Brush UnexploredBrush = new SolidBrush(SystemColors.Control);
static readonly Brush OpenBrush = new SolidBrush(SystemColors.ControlDark);
 
 
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
var g = e.Graphics;
if (Model != null)
{
Model.ForEachCell((i,j)=>
{
var bounds = new Rectangle(j * CellSize, i * CellSize, CellSize, CellSize);
if (Model.Opened[i,j])
{
g.FillRectangle(OpenBrush, bounds);
if (Model.Values[i,j] > 0)
{
DrawStringInCenter(g, Model.Values[i,j].ToString(), ValueBrush, bounds);
}
}
else
{
g.FillRectangle(UnexploredBrush, bounds);
if (Model.Marked[i,j])
{
DrawStringInCenter(g, "?", MarkBrush, bounds);
}
var outlineOffset = 1;
var outline = new Rectangle(bounds.X+outlineOffset, bounds.Y+outlineOffset, bounds.Width-2*outlineOffset, bounds.Height-2*outlineOffset);
g.DrawRectangle(Pens.Gray, outline);
}
g.DrawRectangle(Pens.Black, bounds);
});
}
 
}
 
static readonly StringFormat FormatCenter = new StringFormat
{
LineAlignment = StringAlignment.Center,
Alignment=StringAlignment.Center
};
 
void DrawStringInCenter(Graphics g, string s, Brush brush, Rectangle bounds)
{
PointF center = new PointF(bounds.X + bounds.Width/2, bounds.Y + bounds.Height/2);
g.DrawString(s, this.Font, brush, center, FormatCenter);
}
 
}
 
class MineSweepForm: Form
{
 
MineFieldModel CreateField(int width, int height)
{
var field = new bool[height, width];
int mineCount = (int)(0.2 * height * width);
var rnd = new Random();
while(mineCount > 0)
{
var x = rnd.Next(width);
var y = rnd.Next(height);
if (!field[y,x])
{
field[y,x] = true;
mineCount--;
}
}
return new MineFieldModel(field);
}
 
public MineSweepForm()
{
var model = CreateField(6, 4);
var counter = new Label{ };
counter.Text = model.RemainingMinesCount.ToString();
var view = new MineFieldView
{
Model = model, BorderStyle = BorderStyle.FixedSingle,
};
var stackPanel = new FlowLayoutPanel
{
Dock = DockStyle.Fill,
FlowDirection = FlowDirection.TopDown,
Controls = {counter, view}
};
this.Controls.Add(stackPanel);
model.Updated += delegate{
view.Invalidate();
counter.Text = model.RemainingMinesCount.ToString();
};
model.Exploded += delegate {
MessageBox.Show("FAIL!");
Close();
};
model.Win += delegate {
MessageBox.Show("WIN!");
view.Enabled = false;
};
 
}
}
 
class Program
{
static void Main()
{
Application.Run(new MineSweepForm());
}
}

[edit] Clojure

(defn take-random [n coll]
(->> (repeatedly #(rand-nth coll))
distinct
(take n ,)))
 
(defn postwalk-fs
"Depth first post-order traversal of form, apply successive fs at each level.
(f1 (map f2 [..]))"

[[f & fs] form]
(f
(if (and (seq fs) (coll? form))
(into (empty form) (map (partial postwalk-fs fs) form))
form)))
 
(defn neighbors [x y n m pred]
(for [dx (range (Math/max 0 (dec x)) (Math/min n (+ 2 x)))
dy (range (Math/max 0 (dec y)) (Math/min m (+ 2 y)))
:when (pred dx dy)]
[dx dy]))
 
(defn new-game [n m density]
(let [mines (set (take-random (Math/floor (* n m density)) (range (* n m))))]
(->> (for [y (range m)
x (range n)
 :let [neighbor-mines (count (neighbors x y n m #(mines (+ %1 (* %2 n)))))]]
(#(if (mines (+ (* y n) x)) (assoc % :mine true) %) {:value neighbor-mines}))
(partition n ,)
(postwalk-fs [vec vec] ,))))
 
(defn display [board]
(postwalk-fs [identity println #(condp % nil
 :marked \?
 :opened (:value %)
\.)] board))
 
(defn boom [{board :board}]
(postwalk-fs [identity println #(if (:mine %) \* (:value %))] board)
true)
 
(defn open* [board [[x y] & rest]]
(if-let [value (get-in board [y x :value])] ; if nil? value -> nil? x -> nil? queue
(recur
(assoc-in board [y x :opened] true)
(if (pos? value)
rest
(concat rest
(neighbors x y (count (first board)) (count board)
#(not (get-in board [%2 %1 :opened]))))))
board))
 
(defn open [board x y]
(let [x (dec x), y (dec y)]
(condp (get-in board [y x]) nil
 :mine {:boom true :board board}
 :opened board
(open* board [[x y]]))))
 
(defn mark [board x y]
(let [x (dec x), y (dec y)]
(assoc-in board [y x :marked] (not (get-in board [y x :marked])))))
 
(defn done? [board]
(if (:boom board)
(boom board)
(do (display board)
(->> (flatten board)
(remove :mine ,)
(every? :opened ,)))))
 
(defn play [n m density]
(let [board (new-game n m density)]
(println [:mines (count (filter :mine (flatten board)))])
(loop [board board]
(when-not (done? board)
(print ">")
(let [[cmd & xy] (.split #" " (read-line))
[x y] (map #(Integer. %) xy)]
(recur ((if (= cmd "mark") mark open) board x y)))))))

[edit] Common Lisp

(defclass minefield ()
((mines :initform (make-hash-table :test #'equal))
(width :initarg :width)
(height :initarg :height)
(grid :initarg :grid)))
 
(defun make-minefield (width height num-mines)
(let ((minefield (make-instance 'minefield
:width width
:height height
:grid (make-array
(list width height)
:initial-element #\.)))
(mine-count 0))
(with-slots (grid mines) minefield
(loop while (< mine-count num-mines)
do (let ((coords (list (random width) (random height))))
(unless (gethash coords mines)
(setf (gethash coords mines) T)
(incf mine-count))))
minefield)))
 
(defun print-field (minefield)
(with-slots (width height grid) minefield
(dotimes (y height)
(dotimes (x width)
(princ (aref grid x y)))
(format t "~%"))))
 
(defun mine-list (minefield)
(loop for key being the hash-keys of (slot-value minefield 'mines) collect key))
 
(defun count-nearby-mines (minefield coords)
(length (remove-if-not
(lambda (mine-coord)
(and
(> 2 (abs (- (car coords) (car mine-coord))))
(> 2 (abs (- (cadr coords) (cadr mine-coord))))))
(mine-list minefield))))
 
(defun clear (minefield coords)
(with-slots (mines grid) minefield
(if (gethash coords mines)
(progn
(format t "MINE! You lose.~%")
(dolist (mine-coords (mine-list minefield))
(setf (aref grid (car mine-coords) (cadr mine-coords)) #\x))
(setf (aref grid (car coords) (cadr coords)) #\X)
nil)
(setf (aref grid (car coords) (cadr coords))
(elt " 123456789"(count-nearby-mines minefield coords))))))
 
(defun mark (minefield coords)
(with-slots (mines grid) minefield
(setf (aref grid (car coords) (cadr coords)) #\?)))
 
(defun win-p (minefield)
(with-slots (width height grid mines) minefield
(let ((num-uncleared 0))
(dotimes (y height)
(dotimes (x width)
(let ((square (aref grid x y)))
(when (member square '(#\. #\?) :test #'char=)
(incf num-uncleared)))))
(= num-uncleared (hash-table-count mines)))))
 
(defun play-game ()
(let ((minefield (make-minefield 6 4 5)))
(format t "Greetings player, there are ~a mines.~%"
(hash-table-count (slot-value minefield 'mines)))
(loop
(print-field minefield)
(format t "Enter your command, examples: \"clear 0 1\" \"mark 1 2\" \"quit\".~%")
(princ "> ")
(let ((user-command (read-from-string (format nil "(~a)" (read-line)))))
(format t "Your command: ~a~%" user-command)
(case (car user-command)
(quit (return-from play-game nil))
(clear (unless (clear minefield (cdr user-command))
(print-field minefield)
(return-from play-game nil)))
(mark (mark minefield (cdr user-command))))
(when (win-p minefield)
(format t "Congratulations, you've won!")
(return-from play-game T))))))
 
(play-game)

[edit] D

Minesweeper in D

[edit] Icon and Unicon

The following solution implements the required task and additionally error checking, and several additional commands.

global DEFARGS,MF
 
record minefield(mask,grid,rows,cols,mines,density,marked)
 
$define _DEFAULTS [6, 4, .2, .6] # task defaults
#$define _DEFAULTS [6, 7, .05, .1] # defaults for debugging
$define _INDENT 6
$define _MINE "Y"
$define _TRUEMINE "Y"
$define _FALSEMINE "N"
$define _MASK "."
$define _MARK "?"
$define _TOGGLE1 ".?"
$define _TOGGLE2 "?."
 
procedure main(arglist) #: play the game
static trace
initial trace := -1
 
DEFARGS := _DEFAULTS
if *arglist = 0 then arglist := DEFARGS
 
newgame!arglist
while c := trim(read()) do {
c ? { tab(many(' '))
case move(1) of {
# required commands
"c": clear() & showgrid() # c clear 1 sq and show
"m": mark() # m flag/unflag a mine
"p": showgrid() # p show the mine field
"r": endgame("Resigning.") # r resign this game
# optional commands
"n": newgame!arglist # n new game grid
"k": clearunmarked() & showgrid() # k clears adjecent unmarked cells if #flags = count
"x": clearallunmarked() # x clears every unflagged cell at once win/loose fast
"q": stop("Quitting") # q quit
"t": &trace :=: trace # t toggle tracing for debugging
default: usage()
}}
testforwin(g)
}
end
 
procedure newgame(r,c,l,h) #: start a new game
local i,j,t
 
MF := minefield()
 
MF.rows := 0 < integer(\r) | DEFARGS[1]
MF.cols := 0 < integer(\c) | DEFARGS[2]
 
every !(MF.mask := list(MF.rows)) := list(MF.cols,_MASK) # set mask
every !(MF.grid := list(MF.rows)) := list(MF.cols,0) # default count
 
l := 1 > (0 < real(\l)) | DEFARGS[3]
h := 1 > (0 < real(\h)) | DEFARGS[4]
if l > h then l :=: h
 
until MF.density := l <= ( h >= ?0 ) # random density between l:h
MF.mines := integer(MF.rows * MF.cols * MF.density) # mines needed
MF.marked := 0
 
write("Creating ",r,"x",c," mine field with ",MF.mines," (",MF.density * 100,"%).")
every 1 to MF.mines do until \MF.grid[r := ?MF.rows, c := ?MF.cols] := &null # set mines
every \MF.grid[i := 1 to MF.rows,j:= 1 to MF.cols] +:= (/MF.grid[i-1 to i+1,j-1 to j+1], 1) # set counts
 
showgrid()
return
end
 
procedure usage() #: show usage
return write(
"h or ? - this help\n",
"n - start a new game\n",
"c i j - clears x,y and displays the grid\n",
"m i j - marks (toggles) x,y\n",
"p - displays the grid\n",
"k i j - clears adjecent unmarked cells if #marks = count\n",
"x - clears ALL unmarked flags at once\n",
"r - resign the game\n",
"q - quit the game\n",
"where i is the (vertical) row number and j is the (horizontal) column number." )
end
 
procedure getn(n) #: command parsing
tab(many(' '))
if n := n >= ( 0 < integer(tab(many(&digits)))) then return n
else write("Invalid or out of bounds grid square.")
end
 
procedure showgrid() #: show grid
local r,c,x
 
write(right("",_INDENT)," ",repl("----+----|",MF.cols / 10 + 1)[1+:MF.cols])
every r := 1 to *MF.mask do {
writes(right(r,_INDENT)," : ")
every c := 1 to *MF.mask[r] do
writes( \MF.mask[r,c] | map(\MF.grid[r,c],"0"," ") | _MINE)
write()
}
write(MF.marked," marked mines and ",MF.mines - MF.marked," mines left to be marked.")
end
 
procedure mark() #: mark/toggle squares
local i,j
 
if \MF.mask[i := getn(MF.rows), j :=getn(MF.cols)] := map(MF.mask[i,j],_TOGGLE1,_TOGGLE2) then {
case MF.mask[i,j] of {
_MASK : MF.marked -:= 1
_MARK : MF.marked +:= 1
}
}
end
 
procedure clear() #: clear a square
local i,j
 
if ( i := getn(MF.rows) ) & ( j :=getn(MF.cols) ) then
if /MF.mask[i,j] then
write(i," ",j," was already clear")
else if /MF.grid[i,j] then endgame("KABOOM! You lost.")
else return revealclearing(i,j)
end
 
procedure revealclearing(i,j) #: reaveal any clearing
 
if \MF.mask[i,j] := &null then {
if MF.grid[i,j] = 0 then
every revealclearing(i-1 to i+1,j-1 to j+1)
return
}
end
 
procedure clearunmarked() #: clears adjecent unmarked cells if #flags = count
local i,j,k,m,n
 
if ( i := getn(MF.rows) ) & ( j :=getn(MF.cols) ) then
if /MF.mask[i,j] & ( k := 0 < MF.grid[i,j] ) then {
every (\MF.mask[i-1 to i+1,j-1 to j+1] == _MARK) & ( k -:= 1)
if k = 0 then {
every (m := i-1 to i+1) & ( n := j-1 to j+1) do
if \MF.mask[m,n] == _MASK then MF.mask[m,n] := &null
revealclearing(i,j)
return
}
else
write("Marked squares must match adjacent mine count.")
}
else write("Must be adjecent to one or more marks to clear surrounding squares.")
end
 
procedure clearallunmarked() #: fast win or loose
local i,j,k
 
every (i := 1 to MF.rows) & (j := 1 to MF.cols) do {
if \MF.mask[i,j] == _MASK then {
MF.mask[i,j] := &null
if /MF.grid[i,j] then k := 1
}
}
if \k then endgame("Kaboom - you loose.")
end
 
procedure testforwin() #: win when rows*cols-#_MARK-#_MASK are clear and no Kaboom
local t,x
 
t := MF.rows * MF.cols - MF.mines
every x := !!MF.mask do if /x then t -:= 1
if t = 0 then endgame("You won!")
end
 
procedure endgame(tag) #: end the game
local i,j,m
 
every !(m := list(MF.rows)) := list(MF.cols) # new mask
every (i := 1 to MF.rows) & (j := 1 to MF.cols) do
if \MF.mask[i,j] == _MARK then
m[i,j] := if /MF.grid[i,j] then _TRUEMINE else _FALSEMINE
MF.mask := m
write(tag) & showgrid()
end

Sample output:

Creating 6x4 mine field with 9 (40.9903518170081%).
         ----
     1 : ....
     2 : ....
     3 : ....
     4 : ....
     5 : ....
     6 : ....
0 marked mines and 9 mines left to be marked.
h
h or ? - this help
n      - start a new game
c i j  - clears x,y and displays the grid
m i j  - marks (toggles) x,y
p      - displays the grid
k i j  - clears adjecent unmarked cells if #marks = count
x      - clears ALL unmarked flags at once
r      - resign the game
q      - quit the game
where i is the (vertical) row number and j is the (horizontal) column number.
c 1 1
         ----
     1 :  1..
     2 : 12..
     3 : ....
     4 : ....
     5 : ....
     6 : ....
0 marked mines and 9 mines left to be marked.

[edit] J

Solution

NB. minefield.ijs script
NB. =========================================================
NB. Game engine
 
NB.require 'guid'
NB.([ 9!:1) _2 (3!:4) , guids 1 NB. randomly set initial random seed
 
coclass 'mineswpeng'
 
newMinefield=: 3 : 0
if. 0=#y do. y=. 9 9 end.
Marked=: Cleared=: y$0
NMines=: <. */(0.01*10+?20),y NB. 10..20% of tiles are mines
mines=. (i. e. NMines ? */) y NB. place mines
Map=: (9*mines) >. y{. (1,:3 3) +/@,;.3 (-1+y){.mines
)
 
markTiles=: 3 : 0
Marked=: (<"1 <:y) (-.@{)`[`]} Marked NB. toggle marked state of cell(s)
)
 
clearTiles=: clearcell@:<: NB. decrement coords - J arrays are 0-based
 
clearcell=: verb define
if. #y do.
free=. (#~ (Cleared < 0 = Map) {~ <"1) y
Cleared=: 1 (<"1 y)} Cleared NB. set cell(s) as cleared
if. #free do.
clearcell (#~ Cleared -.@{~ <"1) ~. (<:$Map) (<."1) 0 >. getNbrs free
end.
end.
)
 
getNbrs=: [: ,/^:(3=#@$) +"1/&(<: 3 3#: i.9)
 
eval=: verb define
if. 9 e. Cleared #&, Map do. NB. cleared mine(s)?
1; 'KABOOM!!'
elseif. *./ 9 = (-.Cleared) #&, Map do. NB. all cleared except mines?
1; 'Minefield cleared.'
elseif. do. NB. else...
0; (": +/, Marked>Cleared),' of ',(":NMines),' mines marked.'
end. NB. result: isEnd; message
)
 
showField=: 4 : 0
idx=. y{ (2 <. Marked + +:Cleared) ,: 2
|: idx} (11&{ , 12&{ ,: Map&{) x NB. transpose result - J arrays are row,column
)
 
NB. =========================================================
NB. User interface
 
Minesweeper_z_=: conew&'mineswp'
 
coclass 'mineswp'
coinsert 'mineswpeng' NB. insert game engine locale in copath
 
Tiles=: ' 12345678**.?'
 
create=: ] startgame@[ smoutput bind Instructions
destroy=: codestroy
quit=: destroy
 
startgame=: update@newMinefield
clear=: update@clearTiles
mark=: update@markTiles
 
update=: 3 : 0
'isend msg'=. eval ''
smoutput msg
smoutput < Tiles showField isend
if. isend do.
msg=. ('K'={.msg) {:: 'won';'lost'
smoutput 'You ',msg,'! Try again?'
destroy ''
end.
empty''
)
 
Instructions=: 0 : 0
=== MineSweeper ===
Object:
Uncover (clear) all the tiles that are not mines.
 
How to play:
- the left, top tile is: 1 1
- clear an uncleared tile (.) using the command:
clear__fld <column index> <row index>
- mark and uncleared tile (?) as a suspected mine using the command:
mark__fld <column index> <row index>
- if you uncover a number, that is the number of mines adjacent
to the tile
- if you uncover a mine (*) the game ends (you lose)
- if you uncover all tiles that are not mines the game ends (you win).
- quit a game before winning or losing using the command:
quit__fld ''
- start a new game using the command:
fld=: MineSweeper <num columns> <num rows>
)

Example Usage

   load 'minefield.ijs'
fld=: Minesweeper 6 4
=== MineSweeper ===
Object:
Uncover (clear) all the tiles that are not mines.
 
How to play:
- the left, top tile is: 1 1
- clear an uncleared tile (.) using the command:
clear__fld <column index> <row index>
- mark and uncleared tile (?) as a suspected mine using the command:
mark__fld <column index> <row index>
- if you uncover a number, that is the number of mines adjacent
to the tile
- if you uncover a mine (*) the game ends (you lose)
- if you uncover all tiles that are not mines the game ends (you win).
- quit a game before winning or losing using the command:
quit__fld ''
- start a new game using the command:
fld=: MineSweeper <num columns> <num rows>
 
0 of 5 mines marked.
┌──────┐
│......│
│......│
│......│
│......│
└──────┘
clear__fld 1 1
0 of 5 mines marked.
┌──────┐
│2.....│
│......│
│......│
│......│
└──────┘
clear__fld 6 4
0 of 5 mines marked.
┌──────┐
│2..2
│...2
│..31
│..1
└──────┘
mark__fld 3 1 ,: 3 2 NB. mark and clear both accept lists of coordinates
2 of 5 mines marked.
┌──────┐
│2.?2
│..?2
│..31
│..1
└──────┘
clear__fld 1 2 , 1 3 ,: 1 4
2 of 5 mines marked.
┌──────┐
│2.?2
│3.?2
2.31
1.1
└──────┘
clear__fld 2 1
KABOOM!!
┌──────┐
2**2
3**2
2*31
111
└──────┘
You lost! Try again?
fld=: Minesweeper 20 10 NB. create bigger minefield
... NB. instructions elided
0 of 50 mines marked.
┌────────────────────┐
│....................│
│....................│
│....................│
│....................│
│....................│
│....................│
│....................│
│....................│
│....................│
│....................│
└────────────────────┘
clear__fld >: 4$.$. 9 > Map__fld NB. Autosolve ;-)
Minefield cleared.
┌────────────────────┐
1***2**2**2*2*2*1111
123222222221212222*1
11 1223*421
│*3321 11223**5**1
3***211 1*2**6**432
2*433*222223**423*2
1111*4*4*2 13*2 3*41
11112*3**321211 2**1
3*3112334*3*211 1332
│***1 1*12*312*1 1*1
└────────────────────┘
You won! Try again?

[edit] Java

 
 
This is a version of minesweeper with a gui. The code might not be optimal, but at least its not hard to understand.
 
//--------------------------------- START of Main.java ---------------------------------
 
/*
* Main.java
*
* Created by Potrik
* Last modified: 07.22.13
*/

 
public class Main
{
public static void main (String[] args)
{
int x = 10; //Width of the board
int y = 10; //Height of the board
int d = 25; //The difficulty of the game, the percentage of mines in the board. The number of mines per board is random, but this number is the probability that a cell will become
//a mine.
 
new Minesweeper(x, y, d);
}
}
 
//--------------------------------- END of Main.java ---------------------------------
 
//--------------------------------- START of Cell.java ---------------------------------
 
/*
* Cell.java
*
* Created by Potrik
* Last modified: 07.22.13
*/

 
public class Cell
{
private boolean isMine, isFlagged, isObscured;
private int number;
 
public Cell()
{
isMine = false;
isFlagged = false;
isObscured = true;
number = 0;
}
 
public void setMine()
{
isMine = true;
}
 
public void flag()
{
isFlagged = true;
}
 
public void unflag()
{
isFlagged = false;
}
 
public void reveal()
{
isObscured = false;
}
 
public void setNumber(int i)
{
number = i;
}
 
public boolean isMine()
{
return isMine;
}
 
public boolean isFlagged()
{
return isFlagged;
}
 
public boolean isObscured()
{
return isObscured;
}
 
public int getNumber()
{
return number;
}
}
 
//--------------------------------- END of Cell.java ---------------------------------
 
//--------------------------------- START of Board.java ---------------------------------
 
/*
* Board.java
*
* Created by Potrik
* Last modified: 07.22.13
*/

 
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.JPanel;
 
public class Board extends JPanel
{
private static final long serialVersionUID = 1L;
private Minesweeper mine;
private Cell[][] cells;
 
public Board(Minesweeper m)
{
mine = m;
cells = mine.getCells();
 
addMouseListener(new Actions(mine));
 
setPreferredSize(new Dimension(mine.getx() * 20, mine.gety() * 20));
}
 
public void paintComponent(Graphics g)
{
cells = mine.getCells();
 
for (int i = 0; i < mine.getx(); i++)
{
for (int j = 0; j < mine.gety(); j++)
{
Cell current = cells[i][j];
 
if (current.isFlagged())
{
if (current.isMine() && mine.isFinished())
{
g.setColor(Color.ORANGE);
g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.setColor(Color.BLACK);
 
g.drawLine(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.drawLine(i * 20, j * 20 + 20, i * 20 + 20, j * 20);
}
else if (mine.isFinished())
{
g.setColor(Color.GREEN);
g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.setColor(Color.BLACK);
}
else
{
g.setColor(Color.YELLOW);
g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.setColor(Color.BLACK);
}
}
else if (current.isObscured())
{
g.setColor(Color.GRAY);
g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.setColor(Color.BLACK);
}
else if (current.isMine())
{
g.setColor(Color.RED);
g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.setColor(Color.BLACK);
g.drawLine(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.drawLine(i * 20, j * 20 + 20, i * 20 + 20, j * 20);
}
else
{
g.setColor(Color.LIGHT_GRAY);
g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
g.setColor(Color.BLACK);
}
if (!current.isObscured())
{
if (current.getNumber() == 1)
{
g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3
g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6
}
else if (current.getNumber() == 2)
{
g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2
g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3
g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4
g.drawLine(i * 20 + 7, j * 20 + 11, i * 20 + 7, j * 20 + 15); //5
g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7
}
else if (current.getNumber() == 3)
{
g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2
g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3
g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4
g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6
g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7
}
else if (current.getNumber() == 4)
{
g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1
g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3
g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4
g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6
}
else if (current.getNumber() == 5)
{
g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1
g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2
g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4
g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6
g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7
}
else if (current.getNumber() == 6)
{
g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1
g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2
g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4
g.drawLine(i * 20 + 7, j * 20 + 11, i * 20 + 7, j * 20 + 15); //5
g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6
g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7
}
else if (current.getNumber() == 7)
{
g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2
g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3
g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6
}
else if (current.getNumber() == 8)
{
g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1
g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2
g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3
g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4
g.drawLine(i * 20 + 7, j * 20 + 11, i * 20 + 7, j * 20 + 15); //5
g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6
g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7
}
}
g.setColor(Color.BLACK);
g.drawRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
}
}
}
}
 
//--------------------------------- END of Board.java ---------------------------------
 
//--------------------------------- START of Actions.java ---------------------------------
 
/*
* Board.java
*
* Created by Potrik
* Last modified: 07.22.13
*/

 
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
 
public class Actions implements ActionListener, MouseListener
{
private Minesweeper mine;
 
public Actions(Minesweeper m)
{
mine = m;
}
 
public void actionPerformed(ActionEvent e)
{
mine.reset();
 
mine.refresh();
}
 
public void mouseClicked(MouseEvent e)
{
if (e.getButton() == 1)
{
int x = e.getX() / 20;
int y = e.getY() / 20;
 
mine.select(x, y);
}
 
if (e.getButton() == 3)
{
int x = e.getX() / 20;
int y = e.getY() / 20;
 
mine.mark(x, y);
}
 
mine.refresh();
}
 
public void mouseEntered(MouseEvent e)
{
 
}
 
public void mouseExited(MouseEvent e)
{
 
}
 
public void mousePressed(MouseEvent e)
{
 
}
 
public void mouseReleased(MouseEvent e)
{
 
}
 
}
 
//--------------------------------- END of Actions.java ---------------------------------
 
//--------------------------------- START of Minesweeper.java ---------------------------------
 
/*
* Minesweeper.java
*
* Created by Potrik
* Last modified: 07.22.13
*/

 
import java.awt.BorderLayout;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
 
public class Minesweeper extends JFrame
{
private static final long serialVersionUID = 1L;
private int width, height;
private Cell[][] cells;
private int difficulty;
private Board board;
private JButton reset;
private boolean finished;
 
public Minesweeper(int x, int y, int d)
{
width = x;
height = y;
difficulty = d;
cells = new Cell[width][height];
 
reset();
 
board = new Board(this);
reset = new JButton("Reset");
 
add(board, BorderLayout.CENTER);
add(reset, BorderLayout.SOUTH);
 
reset.addActionListener(new Actions(this));
 
setTitle("Minesweeper");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
pack();
setVisible(true);
}
 
public int getx()
{
return width;
}
 
public int gety()
{
return height;
}
 
public Cell[][] getCells()
{
return cells;
}
 
public void reset()
{
Random random = new Random();
finished = false;
 
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
Cell c = new Cell();
cells[i][j] = c;
int r = random.nextInt(100);
 
if (r < difficulty)
{
cells[i][j].setMine();
}
}
}
setNumbers();
}
 
private void setNumbers()
{
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
int count = 0;
 
if (i > 0 && j > 0 && cells[i - 1] [j - 1] .isMine()) count++;
if (j > 0 && cells[i][j - 1].isMine()) count++;
if (i < width - 1 && j > 0 && cells[i + 1][j - 1].isMine()) count++;
 
if (i > 0 && cells[i - 1][j].isMine()) count++;
if (i < width - 1 && cells[i + 1][j].isMine()) count++;
 
if (i > 0 && j < height - 1 && cells[i - 1][j + 1].isMine()) count++;
if (j < height - 1 && cells[i] [j + 1].isMine()) count++;
if (i < width - 1 && j < height - 1 && cells[i + 1][j + 1].isMine()) count++;
 
cells[i][j].setNumber(count);
 
if (cells[i][j].isMine())
{
cells[i][j].setNumber(-1);
}
 
if (cells[i][j].getNumber() == 0)
{
cells[i][j].reveal();
}
}
}
 
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
if (i > 0 && j > 0 && cells[i - 1][j - 1].getNumber() == 0) cells[i][j].reveal();
if (j > 0 && cells[i][j - 1].getNumber() == 0) cells[i][j].reveal();
if (i < width - 1 && j > 0 && cells[i + 1][j - 1].getNumber() == 0) cells[i][j].reveal();
 
if (i > 0 && cells[i - 1][j].getNumber() == 0) cells[i][j].reveal();
if (i < width - 1 && cells[i + 1] [j] .getNumber() == 0) cells[i][j].reveal();
 
if (i > 0 && j < height - 1 && cells[i - 1][j + 1].getNumber() == 0) cells[i][j].reveal();
if (j < height - 1 && cells[i][j + 1].getNumber() == 0) cells[i][j].reveal();
if (i < width - 1 && j < height - 1 && cells[i + 1][j + 1] .getNumber() == 0) cells[i][j].reveal();
}
}
}
 
public void refresh()
{
board.repaint();
}
 
public void select(int x, int y)
{
if (cells[x][y].isFlagged()) return;
cells[x][y].reveal();
resetMarks();
refresh();
 
if (cells[x][y].isMine())
{
loose();
}
else if (won())
{
win();
}
}
 
private void loose()
{
finished = true;
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
if (!cells[i][j].isObscured()) cells[i][j].unflag();
cells[i][j].reveal();
}
}
refresh();
JOptionPane.showMessageDialog(null, "BOOOOM!");
reset();
}
 
private void win()
{
finished = true;
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
cells[i][j].reveal();
if (!cells[i][j].isMine()) cells[i][j].unflag();
}
}
 
refresh();
JOptionPane.showMessageDialog(null, "Congratulations! You won!");
reset();
}
 
private boolean won()
{
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
if (cells[i][j].isObscured() && !cells[i][j].isMine())
{
return false;
}
}
}
 
return true;
}
 
public void mark(int x, int y)
{
if (cells[x][y].isFlagged()) cells[x][y].unflag();
else if (cells[x][y].isObscured()) cells[x][y].flag();
 
resetMarks();
}
 
private void resetMarks()
{
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
if (!cells[i][j].isObscured()) cells[i][j].unflag();
}
}
}
 
public boolean isFinished()
{
return finished;
}
}
 
//--------------------------------- END of Minesweeper.java ---------------------------------
 
 
 

[edit] Locomotive Basic

10 mode 1:randomize time
20 defint a-z
30 boardx=6:boardy=4
40 dim a(boardx,boardy)
50 dim c(boardx+2,boardy+2)
60 dim c2(boardx+2,boardy+2)
70 nmines=int((rnd/3+.1)*boardx*boardy)
80 for i=1 to nmines
90 ' place random mines
100 xp=int(rnd*(boardx-1)+1)
110 yp=int(rnd*(boardy-1)+1)
120 if a(xp,yp) then 100
130 a(xp,yp)=64
140 for xx=xp to xp+2
150 for yy=yp to yp+2
160 c(xx,yy)=c(xx,yy)+1
170 next yy
180 next xx
190 next i
200 gosub 350
210 x=1:y=1
220 gosub 600
230 ' wait for key press
240 k$=lower$(inkey$)
250 if k$="" then 240
260 if k$="q" and y>1 then gosub 660:y=y-1:gosub 600
270 if k$="a" and y<boardy then gosub 660:y=y+1:gosub 600
280 if k$="o" and x>1 then gosub 660:x=x-1:gosub 600
290 if k$="p" and x<boardx then gosub 660:x=x+1:gosub 600
300 if k$="m" then a(x,y)=a(x,y) xor 128:gosub 600:gosub 1070
310 if k$=" " then a(x,y)=a(x,y) or 512:gosub 700:sx=x:sy=y:gosub 450:x=sx:y=sy:gosub 600
320 goto 240
330 end
340 ' print board
350 mode 1
360 gosub 450
370 locate 1,12
380 print "Move on the board with the Q,A,O,P keys"
390 print "Press Space to clear"
400 print "Press M to mark as a potential mine"
410 print
420 print "There are"nmines"mines."
430 return
440 ' update board
450 for y=1 to boardy
460 for x=1 to boardx
470 locate 2*x,y
480 gosub 530
490 next
500 next
510 return
520 ' print tile
530 if a(x,y) and 128 then print "?":return
540 if c(x+1,y+1)=0 then d$=" " else d$=chr$(c(x+1,y+1)+48)
550 if a(x,y) and 256 then print d$:return
560 'if a(x,y) and 64 then print "M":return
570 print "."
580 return
590 ' turn on tile
600 locate 2*x,y
610 pen 0:paper 1
620 gosub 530
630 pen 1:paper 0
640 return
650 ' turn off tile
660 locate 2*x,y
670 gosub 530
680 return
690 ' clear tile
700 if a(x,y) and 64 then locate 15,20:print "*** BOOM! ***":end
710 locate 1,25:print "-WAIT-";
720 for x2=1 to boardx
730 for y2=1 to boardy
740 c2(x2+1,y2+1)=a(x2,y2)
750 next
760 next
770 ' iterate clearing
780 cl=0
790 for x2=1 to boardx
800 for y2=1 to boardy
810 if c2(x2+1,y2+1) and 512 then gosub 940:cl=cl+1
820 next y2
830 next x2
840 if cl then 780
850 for x2=1 to boardx
860 for y2=1 to boardy
870 vv=c2(x2+1,y2+1)
880 if vv>1000 then a(x2,y2)=vv xor 1024
890 next y2
900 next x2
910 locate 1,25:print " ";
920 return
930 ' find neighbors
940 c2(x2+1,y2+1)=(c2(x2+1,y2+1) xor 512) or 256 or 1024
950 for ii=0 to 2
960 for jj=0 to 2
970 if ii=0 and jj=0 then 1030
980 if c2(x2+ii,y2+jj) and 64 then 1030
990 if c2(x2+ii,y2+jj) and 128 then 1030
1000 if c2(x2+ii,y2+jj) and 1024 then 1030
1010 c2(x2+ii,y2+jj)=c2(x2+ii,y2+jj) or 512
1020 ' next tile
1030 next jj
1040 next ii
1050 return
1060 ' update discovered mine count
1070 mm=0
1080 for x2=1 to boardx
1090 for y2=1 to boardy
1100 if (a(x2,y2) and 128)>0 and (a(x2,y2) and 64)>0 then mm=mm+1
1110 next
1120 next
1130 if mm=nmines then locate 5,22:print "Congratulations, you've won!":end
1140 return

[edit] Mathematica

[edit] Mouse version

DynamicModule[{m = 6, n = 4, minecount, grid, win, reset, clear, 
checkwin},
reset[] :=
Module[{minesdata, adjacentmines},
minecount = RandomInteger[Round[{.1, .2} m*n]];
minesdata =
Normal@SparseArray[# -> 1 & /@
RandomSample[Tuples[Range /@ {m, n}], minecount], {m, n}];
adjacentmines =
ArrayPad[
Total[RotateLeft[
ArrayPad[minesdata,
1], #] & /@ {{-1, -1}, {0, -1}, {1, -1}, {-1, 0}, {1,
0}, {-1, 1}, {0, 1}, {1, 1}}], -1];
grid = Array[{If[minesdata[[#1, #2]] == 1, "*",
adjacentmines[[#1, #2]]], ".", 1} &, {m, n}]; win = ""];
clear[i_, j_] :=
If[grid[[i, j, 1]] == "*", win = "You lost.";
grid = grid /. {{n_Integer, "?", _} :> {n, "x", 0}, {"*",
".", _} :> {"*", "*", 0}},
grid[[i, j]] = {grid[[i, j, 1]], grid[[i, j, 1]], 0};
If[grid[[i, j, 2]] == 0, grid[[i, j, 2]] = "";
clear[i + #[[1]],
j + #[[2]]] & /@ {{-1, -1}, {0, -1}, {1, -1}, {-1, 0}, {1,
0}, {-1, 1}, {0, 1}, {1, 1}}]] /;
1 <= i <= m && 1 <= j <= n && grid[[i, j, 2]] == ".";
checkwin[] :=
If[FreeQ[grid, {_Integer, "?", _} | {_, "*", _} | {_Integer,
".", _}], win = "You win.";
grid = grid /. {{"*", ".", _} :> {"*", "?", 1}}];
reset[];
Panel@Column@{Row@{Dynamic@minecount, "\t",
Button["Reset", reset[]]},
Grid[Table[
With[{i = i, j = j},
EventHandler[
Button[Dynamic[grid[[i, j, 2]]], Null, ImageSize -> {17, 17},
Appearance ->
Dynamic[If[grid[[i, j, 3]] == 0, "Pressed",
"DialogBox"]]], {{"MouseClicked", 1} :>
If[win == "", clear[i, j]; checkwin[]], {"MouseClicked",
2} :> If[win == "",
Switch[grid[[i, j, 2]], ".", grid[[i, j, 2]] = "?";
minecount--, "?", grid[[i, j, 2]] = "."; minecount++];
checkwin[]]}]], {i, 1, m}, {j, 1, n}], Spacings -> {0, 0}],
Dynamic[win]}]

[edit] MATLAB

Graphical version with mouse controls designed to imitate Microsoft Minesweeper as much as possible.

Changes to task:

  • Number of mines is shown at the beginning and counts down as the user marks mine flags.
  • Mine flags are indicated by the character 'M', unknown flags are indicated by '?'.
  • Adjacent mine-free space is cleared, excluding squares marked as mines, but including squares marked as unknown.
  • Game is won, not by marking all mines with flags, but by clearing all the non-mine squares.

Items that could use improvement:

  • Mines are seeded prior to first click, so it is possible to lose on first move.
  • Loading of field and general speed slows at higher field dimensions. Timer also seems to temporarily lose a second on some moves.
  • Code uses gca and gcf frequently, which could possibly cause problems if user is working with multiple figure windows at once.
function Minesweeper
 
% Game parameters (should be modified by user)
nRows = 6;
nCols = 4;
percentMines = 0.15;
 
% Create minefield
nMines = ceil(percentMines*nRows*nCols);
field = makeGrid(nRows, nCols, nMines);
 
% Create timer for updating in axes title
stopwatch = timer('TimerFcn', {@updateTime, field}, ...
'ExecutionMode', 'fixedRate', 'Period', 1, 'StartDelay', 1, ...
'TasksToExecute', 999);
 
% Specify callbacks
set(gcf, 'CloseRequestFcn', {@cleanUp, stopwatch})
set(gca, 'ButtonDownFcn', {@onClick, field, stopwatch})
 
 
end
 
function field = makeGrid(nRows, nCols, nMines)
% Create minefield with unit squares
% Use quadrant IV to make indexing semi-consistent
% i.e. square in ith row, jth column has lower-right corner at (j, -i)
figure
set(gcf, 'Color', [1 1 1])
axis([0 nCols -nRows 0])
axis square
axis manual
hold on
set(gca, 'GridLineStyle', '-')
grid on
set(gca, 'XTick', 0:nCols)
set(gca, 'YTick', -nRows:0)
set(gca, 'XTickLabel', [])
set(gca, 'YTickLabel', [])
set(gca, 'Color', [0.6 0.6 0.6])
setTitle(nMines, ': )', 0)
xlabel('left-click to dig, right-click to mark')
 
% Set up field structure
% text will contain the handles to the labels in each square
% One character per square (or other functions will break)
% . Nothing noted
% M Marked as mine
%  ? Marked as unknown
% 1-8 Digits indicate how many mines this square touches
% * Mine (game over)
% (blank) Square has been (dug) and is not mined nor touching any mines
% squares will contain handles to the colored "fill" objects
% fill objects will be deleted once square is "dug"
% Use ishandle() to determine if square is not yet dug
% mines will contain a logical array indicating positions of mines
% true Mine
% false No mine
% Later versions of MATLAB use gobjects() to preallocate text and squares
field = struct('text', zeros(nRows, nCols), ...
'squares', zeros(nRows, nCols), ...
'mines', false(nRows, nCols));
 
% Create individual square color and label objects
for r = 1:nRows
for c = 1:nCols
field.squares(r, c) = ...
fill([c-1 c-1 c c c-1], [-r+1 -r -r -r+1 -r+1], [0.9 0.9 0.9]);
set(field.squares(r, c), 'HitTest', 'off')
field.text(r, c) = text(c-0.5, -r+0.5, '.');
set(field.text(r, c), 'FontSize', 12, 'FontWeight', 'bold', ...
'HorizontalAlignment', 'center', 'HitTest', 'off');
end
end
 
% Place mines randomly without repeats
k = 0;
while k < nMines
idx = randi(nRows*nCols);
if ~field.mines(idx)
field.mines(idx) = true;
k = k+1;
end
end
end
 
function onClick(obj, event, field, stopwatch)
if strcmp(stopwatch.Running, 'off')
start(stopwatch)
end
 
pt = get(obj, 'CurrentPoint');
r = ceil(-pt(1, 2));
c = ceil(pt(1, 1));
 
if r > 0 && c > 0 && r <= size(field.squares, 1) && ... % Not yet been "dug"
c <= size(field.squares, 2) && ishandle(field.squares(r, c))
buttons = {'normal' 'alt' 'extend'};
btn = find(strcmp(get(get(obj, 'Parent'), 'SelectionType'), buttons));
labels = '.M?'; % Unmarked, mine flag, unknown flag
currLabel = get(field.text(r, c), 'String');
 
if btn == 1 % Left click
if currLabel ~= labels(2); % Don't dig if flagged as mine
if field.mines(r, c) % Mine there -> you lose
gameLost(field, stopwatch, r, c)
else % No mine -> free to dig
minesLeft = countMineFlags(field);
digSquare(field, r, c)
if all(all(ishandle(field.squares) == field.mines))
gameWon(field, stopwatch)
else
faceTimer = timer('StartDelay', 0.5, ...
'StartFcn', {@setTitleOnTimer, minesLeft, ...
': o', stopwatch.TasksExecuted}, ...
'TimerFcn', {@setTitleOnTimer, minesLeft, ...
': )', stopwatch.TasksExecuted}, ...
'StopFcn', @deleteTimer);
start(faceTimer)
end
end
end
 
elseif btn == 2 % Right-click
% Rotate through labels list to the next one
switch find(currLabel == labels)
case 1
newLabel = labels(2);
case 2
newLabel = labels(3);
case 3
newLabel = labels(1);
end
set(field.text(r, c), 'String', newLabel);
setTitle(countMineFlags(field), ': )', stopwatch.TasksExecuted)
 
elseif btn == 3 % Middle-click
% Mark/unmark unknown flag
if currLabel == labels(1)
set(field.text(r, c), 'String', labels(3));
elseif currLabel == labels(3)
set(field.text(r, c), 'String', labels(1));
end
end
end
end
 
function updateTime(obj, event, field)
setTitle(countMineFlags(field), ': )', obj.TasksExecuted)
end
 
function deleteTimer(obj, event)
delete(obj)
end
 
function setTitleOnTimer(obj, event, mines, face, time)
setTitle(mines, face, time)
end
 
function setTitle(mines, face, time)
title(sprintf('%03d Mines  %s Timer %03d', mines, face, time))
end
 
function minesLeft = countMineFlags(field)
% Determine how many mines are unmarked (negative means too many mines marked)
minesLeft = sum(field.mines(:));
for k = 1:numel(field.text)
if get(field.text(k), 'String') % Not an empty string
minesLeft = minesLeft-(get(field.text(k), 'String') == 'M');
end
end
end
 
function digSquare(field, r, c)
% If square is touching one or more mines then indicate the number
% Otherwise indicate no mines and dig surrounding squares recursively
% Assumes current square is clear of mines
delete(field.squares(r, c))
[nRows, nCols] = size(field.mines);
surrR = [r-1 r r+1 r-1 r+1 r-1 r r+1];
surrC = [c-1 c-1 c-1 c c c+1 c+1 c+1];
toDelete = surrR < 1 | surrR > nRows | surrC < 1 | surrC > nCols;
surrR(toDelete) = [];
surrC(toDelete) = [];
nearMines = sum(field.mines(sub2ind([nRows nCols], surrR, surrC)));
label = sprintf('%d', nearMines);
textColor = [0 0 0 ; 0 0 1 ; 0 1 0 ; 1 0 0 ; 0.5 0.1 0.9 ; ...
0.6 0 0 ; 0.2 0.5 0.3 ; 0.2 0.2 0.1 ; 0 0 0];
if ~nearMines
label = '';
for k = 1:length(surrR)
if ~field.mines(surrR(k), surrC(k)) && ...
ishandle(field.squares(surrR(k), surrC(k))) && ...
~strcmp(get(field.text(k), 'String'), 'M')
digSquare(field, surrR(k), surrC(k))
end
end
end
set(field.text(r, c), 'String', label, 'Color', textColor(nearMines+1, :))
end
 
function gameLost(field, stopwatch, r, c)
stop(stopwatch)
setTitle(countMineFlags(field), 'X (', stopwatch.TasksExecuted)
set(field.squares(r, c), 'FaceColor', [1 0 0])
for k = 1:numel(field.text)
if field.mines(k) && any(get(field.text(k), 'String') == '.?')
set(field.text(k), 'String', '*', 'FontSize', 20)
elseif ~field.mines(k) && ishandle(field.squares(k)) && ...
get(field.text(k), 'String') == 'M'
set(field.text(k), 'String', 'X', 'Color', [1 0 0])
end
end
set(gca, 'HitTest', 'off')
queryPlayAgain('Game over')
end
 
function gameWon(field, stopwatch)
% Flag any leftover mines and indicate win
stop(stopwatch)
set(field.text(ishandle(field.squares)), 'String', 'M')
setTitle(0, 'B )', stopwatch.TasksExecuted)
set(gca, 'HitTest', 'off')
queryPlayAgain('Minefield cleared!')
end
 
function queryPlayAgain(msg)
% Ask player if they want to play again
% Reset game by closing and reopening figure
choice = questdlg(sprintf('%s\nWould you like to play again?', msg), ...
'', 'Yes', 'No', 'No');
if strcmp(choice, 'Yes')
close
Minesweeper
end
end
 
function cleanUp(obj, event, stopwatch)
% Stop and close down all necessary processes
stop(stopwatch)
delete(stopwatch)
delete(obj)
end

[edit] OCaml

exception Lost
exception Won
 
let put_mines g m n mines_number =
let rec aux i =
if i < mines_number then
begin
let x = Random.int n
and y = Random.int m in
if g.(y).(x)
then aux i
else begin
g.(y).(x) <- true;
aux (succ i)
end
end
in
aux 0
 
let print_abscissas n =
print_string "\n "; for x = 1 to n do print_int (x mod 10) done;
print_string "\n "; for x = 1 to n do print_char '|' done;
print_newline()
 
let print_display d n =
print_abscissas n;
Array.iteri (fun y line ->
Printf.printf " %2d - " (y+1); (* print ordinates *)
Array.iter print_char line;
print_newline()
) d;
print_newline()
 
let reveal d g n =
print_abscissas n;
Array.iteri (fun y line ->
Printf.printf " %2d - " (y+1); (* print ordinates *)
Array.iteri (fun x c ->
print_char (
match c, g.(y).(x) with
| '0'..'9', _ -> c
| '.', true -> 'x'
| '?', true -> 'X'
| '?', false -> 'N'
| '.', false -> '.'
| _ -> c)
) line;
print_newline()
) d;
print_newline()
 
let toggle_mark d x y =
match d.(y).(x) with
| '.' -> d.(y).(x) <- '?'
| '?' -> d.(y).(x) <- '.'
| _ -> ()
 
let rec feedback g d x y =
if d.(y).(x) = '.' then
begin
let n = ref 0 in (* the number of mines around *)
for i = (pred y) to (succ y) do
for j = (pred x) to (succ x) do
try if g.(i).(j) then incr n
with _ -> ()
done;
done;
match !n with
| 0 ->
(* recursive feedback when no mines are around *)
d.(y).(x) <- ' ';
for j = (pred y) to (succ y) do
for i = (pred x) to (succ x) do
try feedback g d i j
with _ -> ()
done
done
| _ ->
d.(y).(x) <- (string_of_int !n).[0]
end
 
let clear_cell g d x y =
if g.(y).(x)
then (d.(y).(x) <- '!'; raise Lost)
else feedback g d x y
 
let rec user_input g d =
try
let s = read_line() in
match Scanf.sscanf s "%c %d %d" (fun c x y -> c,x,y) with
| 'm', x, y -> toggle_mark d (x-1) (y-1)
| 'c', x, y -> clear_cell g d (x-1) (y-1)
| _ -> raise Exit
with Exit | Scanf.Scan_failure _
| Invalid_argument "index out of bounds" ->
print_string "# wrong input, try again\n> ";
user_input g d
 
let check_won g d =
let won = ref true in
Array.iteri (fun y line ->
Array.iteri (fun x c ->
match c, g.(y).(x) with
| '.', _ -> won := false
| '?', false -> won := false
| _ -> ()
) line
) d;
if !won then raise Won
 
let minesweeper n m percent =
let round x = int_of_float (floor (x +. 0.5)) in
let mines_number = round ((float (n * m)) *. percent) in
(* the ground containing the mines *)
let g = Array.make_matrix m n false in
put_mines g m n mines_number;
Printf.printf "# You have to find %d mines\n" mines_number;
(* what's displayed to the user *)
let d = Array.make_matrix m n '.' in
try
while true do
print_display d n;
print_string "> ";
user_input g d;
check_won g d;
done
with
| Lost ->
print_endline "# You lost!";
reveal d g n
| Won ->
print_endline "# You won!";
reveal d g n
 
let () =
Random.self_init();
let ios, fos = int_of_string, float_of_string in
let n, m, percent =
try ios Sys.argv.(1), ios Sys.argv.(2), fos Sys.argv.(3)
with _ ->
try ios Sys.argv.(1), ios Sys.argv.(2), 0.2
with _ -> (6, 4, 0.2)
in
minesweeper n m percent;
;;

Sample output:

% ocaml minesweeper.ml
# You have to find 5 mines

      123456
      ||||||
  1 - ......
  2 - ......
  3 - ......
  4 - ......

> c 1 1

      123456
      ||||||
  1 -   2...
  2 - 113...
  3 - ......
  4 - ......

> m 1 3

      123456
      ||||||
  1 -   2...
  2 - 113...
  3 - ?.....
  4 - ......

> c 2 3
# You lost!

      123456
      ||||||
  1 -   2xx.
  2 - 113xx.
  3 - N!....
  4 - ......

[edit] Perl

#!/usr/bin/perl
use warnings;
use strict;
 
{ package Local::Field;
 
use constant {
REAL => 0,
SHOW => 1,
COUNT => 2,
};
 
sub new {
my ($class, $width, $height, $percent) = @_;
my $field;
for my $x (1 .. $width) {
for my $y (1 .. $height) {
$field->[$x - 1][$y - 1][REAL] = ' ';
$field->[$x - 1][$y - 1][SHOW] = '.';
}
}
for (1 .. $percent / 100 * $width * $height) {
my ($x, $y) = map int rand $_, $width, $height;
redo if 'm' eq $field->[$x][$y][REAL];
$field->[$x][$y][REAL] = 'm';
for my $i ($x - 1 .. $x + 1) {
for my $j ($y - 1 .. $y + 1) {
$field->[$i][$j][COUNT]++
if $i >= 0 and $j >= 0
and $i <= $#$field and $j <= $#{ $field->[0] };
}
}
}
bless $field, $class;
}
 
 
sub show {
my ($self) = @_;
print "\n ";
printf '%2d ', $_ + 1 for 0 .. $#$self;
print "\n";
 
for my $row (0 .. $#{ $self->[0] }) {
printf '%2d ', 1 + $row;
for my $column (0 .. $#$self) {
print $self->[$column][$row][SHOW], ' ';
}
print "\n";
}
}
 
 
sub mark {
my ($self, $x, $y) = @_;
$_-- for $x, $y;
 
if ('.' eq $self->[$x][$y][SHOW]) {
$self->[$x][$y][SHOW] = '?';
 
} elsif ('?' eq $self->[$x][$y][SHOW]) {
$self->[$x][$y][SHOW] = '.';
}
}
 
 
sub end {
my $self = shift;
for my $y (0 .. $#{ $self->[0] }) {
for my $x (0 .. $#$self) {
$self->[$x][$y][SHOW] = '!' if '.' eq $self->[$x][$y][SHOW]
and 'm' eq $self->[$x][$y][REAL];
$self->[$x][$y][SHOW] = 'x' if '?' eq $self->[$x][$y][SHOW]
and 'm' ne $self->[$x][$y][REAL];
}
}
$self->show;
exit;
}
 
sub _declassify {
my ($self, $x, $y) = @_;
return if '.' ne $self->[$x][$y][SHOW];
if (' ' eq $self->[$x][$y][REAL] and '.' eq $self->[$x][$y][SHOW]) {
$self->[$x][$y][SHOW] = $self->[$x][$y][COUNT] || ' ';
}
return if ' ' ne $self->[$x][$y][SHOW];
 
for my $i ($x - 1 .. $x + 1) {
next if $i < 0 or $i > $#$self;
for my $j ($y - 1 .. $y + 1) {
next if $j < 0 or $j > $#{ $self->[0] };
no warnings 'recursion';
$self->_declassify($i, $j);
}
}
}
 
 
sub clear {
my ($self, $x, $y) = @_;
$_-- for $x, $y;
return unless '.' eq $self->[$x][$y][SHOW];
 
print "You lost.\n" and $self->end if 'm' eq $self->[$x][$y][REAL];
 
$self->_declassify($x, $y);
}
 
 
sub remain {
my $self = shift;
my $unclear = 0;
for my $column (@$self) {
for my $cell (@$column) {
$unclear++ if '.' eq $cell->[SHOW];
}
}
return $unclear;
}
 
}
 
sub help {
print << '__HELP__';
Commands:
h ... help
q ... quit
m X Y ... mark/unmark X Y
c X Y ... clear X Y
__HELP__
}
 
 
my ($width, $height, $percent) = @ARGV;
$width ||= 6;
$height ||= 4;
$percent ||= 15;
 
my $field = 'Local::Field'->new($width, $height, $percent);
 
my $help = 1;
while (1) {
$field->show;
help() if $help;
$help = 0;
my $remain = $field->remain;
last if 0 == $remain;
print "Cells remaining: $remain.\n";
my $command = <STDIN>;
exit if $command =~ /^q/i;
 
if ($command =~ /^m.*?([0-9]+).*?([0-9]+)/i) {
$field->mark($1, $2);
 
} elsif ($command =~ /^c.*?([0-9]+).*?([0-9]+)/i) {
$field->clear($1, $2);
 
} elsif ($command =~ /^h/i) {
$help = 1;
 
} else {
print "Huh?\n";
}
}
print "You won!\n";
 

[edit] Perl 6

enum Tile-Type <Empty Mine>;
 
class Tile {
has Tile-Type $.type;
has $.face is rw;
method Str { $.face // '.' }
}
 
class Field {
has Tile @!grid;
has Int $!width;
has Int $!height;
has Int $!mine-spots is rw;
has Int $!empty-spots is rw;
 
method new (Int $width, Int $height, Num $mines-ratio=0.1) {
 
my $mine-spots = $width*$height*$mines-ratio;
my $empty-spots = $width*$height - $mine-spots;
 
my @grid;
for ^$width X ^$height -> $i, $j {
@grid[$i][$j] = Tile.new(type => Empty);
}
for (^$width).pick($mine-spots) Z (^$height).pick($mine-spots) -> $i, $j {
@grid[$i][$j] = Tile.new( type => Mine);
}
self.bless(*, :$width, :$height, :@grid, :$mine-spots, :$empty-spots);
}
 
method open( $i, $j) {
return if @!grid[$i][$j].face.defined;
 
self.end-game("KaBoom") if @!grid[$i][$j].type ~~ Mine;
 
my @neighbors = gather take [$i+.[0],$j+.[1]]
if 0 <= $i + .[0] < $!width && 0 <= $j + .[1] < $!height
for [-1,-1],[+0,-1],[+1,-1],
[-1,+0],( ),[+1,+0],
[-1,+1],[+0,+1],[+1,+1];
 
my $mines = [+] @neighbors.map: { @!grid[.[0]][.[1]].type ~~ Mine };
 
$!empty-spots--;
@!grid[$i][$j].face = $mines > 0 ?? $mines !! ' ';
 
if $mines == 0 {
self.open(.[0], .[1]) for @neighbors;
}
self.end-game("You won") if $!empty-spots == 0;
}
 
method end-game(Str $msg ) {
for ^$!width X ^$!height -> $i, $j {
@!grid[$i][$j].face = '*' if @!grid[$i][$j].type ~~ Mine
}
die $msg;
}
 
method mark ( $i, $j) {
if !@!grid[$i][$j].face.defined {
@!grid[$i][$j].face = "⚐";
$!mine-spots-- if @!grid[$i][$j].type ~~ Mine;
}elsif !@!grid[$i][$j].face eq "⚐" {
undefine @!grid[$i][$j].face;
$!mine-spots++ if @!grid[$i][$j].type ~~ Mine;
}
self.end-game("You won") if $!mine-spots == 0;
}
 
method Str {
[~] '┌', '─' xx $!height, "┐\n",
join '', do for ^$!width -> $i {
'│', @!grid[$i][*], "│\n";
}, '└', '─' xx $!height, '┘';
}
 
method valid ($i, $j) {
0 <= $i < $!width && 0 <= $j < $!height
}
}
 
my $f = Field.new(6,10);
 
loop {
say $f;
my ($c,$x,$y) = prompt("[open|mark] x y: ").split(/\s+/);
try {
given $c {
when !$f.valid($y,$x) { say "invalid coordinates" }
when 'open' { $f.open($y,$x) }
when 'mark' { $f.mark($y,$x) }
default {say "invalid cmd" }
}
CATCH {
say "$!: end of game.";
return;
}
}
last if $!;
}
 
say $f;

[edit] PHP

This example generates webpage. It also uses JavaScript to have right-click events. Use it as CGI script.

<?php
define('MINEGRID_WIDTH', 6);
define('MINEGRID_HEIGHT', 4);
 
define('MINESWEEPER_NOT_EXPLORED', -1);
define('MINESWEEPER_MINE', -2);
define('MINESWEEPER_FLAGGED', -3);
define('MINESWEEPER_FLAGGED_MINE', -4);
define('ACTIVATED_MINE', -5);
 
function check_field($field) {
if ($field === MINESWEEPER_MINE || $field === MINESWEEPER_FLAGGED_MINE) {
return true;
}
else {
return false;
}
}
 
function explore_field($field) {
if (!isset($_SESSION['minesweeper'][$field])
|| !in_array($_SESSION['minesweeper'][$field],
array(MINESWEEPER_NOT_EXPLORED, MINESWEEPER_FLAGGED))) {
return;
}
 
$mines = 0;
 
// Make reference to that long name
$fields = &$_SESSION['minesweeper'];
 
// @ operator helps avoiding isset()... (it removes E_NOTICEs)
 
// left side options
if ($field % MINEGRID_WIDTH !== 1) {
$mines += check_field(@$fields[$field - MINEGRID_WIDTH - 1]);
$mines += check_field(@$fields[$field - 1]);
$mines += check_field(@$fields[$field + MINEGRID_WIDTH - 1]);
}
 
// bottom and top
$mines += check_field(@$fields[$field - MINEGRID_WIDTH]);
$mines += check_field(@$fields[$field + MINEGRID_WIDTH]);
 
// right side options
if ($field % MINEGRID_WIDTH !== 0) {
$mines += check_field(@$fields[$field - MINEGRID_WIDTH + 1]);
$mines += check_field(@$fields[$field + 1]);
$mines += check_field(@$fields[$field + MINEGRID_WIDTH + 1]);
}
 
$fields[$field] = $mines;
 
if ($mines === 0) {
if ($field % MINEGRID_WIDTH !== 1) {
explore_field($field - MINEGRID_WIDTH - 1);
explore_field($field - 1);
explore_field($field + MINEGRID_WIDTH - 1);
}
 
explore_field($field - MINEGRID_WIDTH);
explore_field($field + MINEGRID_WIDTH);
 
if ($field % MINEGRID_WIDTH !== 0) {
explore_field($field - MINEGRID_WIDTH + 1);
explore_field($field + 1);
explore_field($field + MINEGRID_WIDTH + 1);
}
}
}
 
session_start(); // will start session storage
 
if (!isset($_SESSION['minesweeper'])) {
// Fill grid with not explored tiles
$_SESSION['minesweeper'] = array_fill(1,
MINEGRID_WIDTH * MINEGRID_HEIGHT,
MINESWEEPER_NOT_EXPLORED);
 
// Generate random number of mines between 0.1 and 0.2
$number_of_mines = (int) mt_rand(0.1 * MINEGRID_WIDTH * MINEGRID_HEIGHT,
0.2 * MINEGRID_WIDTH * MINEGRID_HEIGHT);
 
// generate mines randomly
$random_keys = array_rand($_SESSION['minesweeper'], $number_of_mines);
 
foreach ($random_keys as $key) {
$_SESSION['minesweeper'][$key] = MINESWEEPER_MINE;
}
 
// to make calculations shorter use SESSION variable to store the result
$_SESSION['numberofmines'] = $number_of_mines;
}
 
if (isset($_GET['explore'])) {
if(isset($_SESSION['minesweeper'][$_GET['explore']])) {
switch ($_SESSION['minesweeper'][$_GET['explore']]) {
case MINESWEEPER_NOT_EXPLORED:
explore_field($_GET['explore']);
break;
case MINESWEEPER_MINE:
$lost = 1;
$_SESSION['minesweeper'][$_GET['explore']] = ACTIVATED_MINE;
break;
default:
// The tile was discovered already. Ignore it.
break;
}
}
else {
die('Tile doesn\'t exist.');
}
}
elseif (isset($_GET['flag'])) {
if(isset($_SESSION['minesweeper'][$_GET['flag']])) {
$tile = &$_SESSION['minesweeper'][$_GET['flag']];
switch ($tile) {
case MINESWEEPER_NOT_EXPLORED:
$tile = MINESWEEPER_FLAGGED;
break;
case MINESWEEPER_MINE:
$tile = MINESWEEPER_FLAGGED_MINE;
break;
case MINESWEEPER_FLAGGED:
$tile = MINESWEEPER_NOT_EXPLORED;
break;
case MINESWEEPER_FLAGGED_MINE:
$tile = MINESWEEPER_MINE;
break;
default:
// This tile shouldn't be flagged. Ignore it.
break;
}
}
else {
die('Tile doesn\'t exist.');
}
}
 
// Check if the player won...
if (!in_array(MINESWEEPER_NOT_EXPLORED, $_SESSION['minesweeper'])
&& !in_array(MINESWEEPER_FLAGGED, $_SESSION['minesweeper'])) {
$won = true;
}
?>
<!DOCTYPE html>
<title>Minesweeper</title>
<style>
table {
border-collapse: collapse;
}
 
td, a {
text-align: center;
width: 1em;
height: 1em;
}
 
a {
display: block;
color: black;
text-decoration: none;
font-size: 2em;
}
</style>
<script>
function flag(number, e) {
if (e.which === 2 || e.which === 3) {
location = '?flag=' + number;
return false;
}
}
</script>
<?php
echo "<p>This field contains $_SESSION[numberofmines] mines.";
?>
<table border="1">
<?php
// array_shift() affects array, so we need a copy
$mine_copy = $_SESSION['minesweeper'];
 
for ($x = 1; $x <= MINEGRID_HEIGHT; $x++) {
echo '<tr>';
for ($y = 1; $y <= MINEGRID_WIDTH; $y++) {
echo '<td>';
 
$number = array_shift($mine_copy);
switch ($number) {
case MINESWEEPER_FLAGGED:
case MINESWEEPER_FLAGGED_MINE:
if (!empty($lost) || !empty($won)) {
if ($number === MINESWEEPER_FLAGGED_MINE) {
echo '<a>*</a>';
}
else {
echo '<a>.</a>';
}
}
else {
echo '<a href=# onmousedown="return flag(',
($x - 1) * MINEGRID_WIDTH + $y,
',event)" oncontextmenu="return false">?</a>';
}
break;
case ACTIVATED_MINE:
echo '<a>:(</a>';
break;
case MINESWEEPER_MINE:
case MINESWEEPER_NOT_EXPLORED:
// oncontextmenu causes the menu to disappear in
// Firefox, IE and Chrome
 
// In case of Opera, modifying location causes menu
// to not appear.
 
if (!empty($lost)) {
if ($number === MINESWEEPER_MINE) {
echo '<a>*</a>';
}
else {
echo '<a>.</a>';
}
}
elseif (!empty($won)) {
echo '<a>*</a>';
}
else {
echo '<a href="?explore=',
($x - 1) * MINEGRID_WIDTH + $y,
'" onmousedown="return flag(',
($x - 1) * MINEGRID_WIDTH + $y,
',event)" oncontextmenu="return false">.</a>';
}
break;
case 0:
echo '<a></a>';
break;
default:
echo '<a>', $number, '</a>';
break;
}
}
}
?>
</table>
<?php
if (!empty($lost)) {
unset($_SESSION['minesweeper']);
echo '<p>You lost :(. <a href="?">Reboot?</a>';
}
elseif (!empty($won)) {
unset($_SESSION['minesweeper']);
echo '<p>Congratulations. You won :).';
}

[edit] PicoLisp

# NIL    Hidden: Empty field
# T Hidden: Mine
# 0-8 Marked: Empty field
# ? Marked: Mine
 
(de minesweeper (DX DY Density)
(default Density 20)
(setq *Field (make (do DY (link (need DX)))))
(use (X Y)
(do (prinl "Number of mines: " (*/ DX DY Density 100))
(while
(get *Field
(setq Y (rand 1 DY))
(setq X (rand 1 DX)) ) )
(set (nth *Field Y X) T) ) )
(showMines) )
 
(de showMines ()
(for L *Field
(for F L
(prin (if (flg? F) "." F)) )
(prinl) ) )
 
(de *NeighborX -1 0 +1 -1 +1 -1 0 +1)
(de *NeighborY -1 -1 -1 0 0 +1 +1 +1)
 
(de c (X Y)
(if (=T (get *Field Y X))
"KLABOOM!! You hit a mine."
(let Visit NIL
(recur (X Y)
(when
(=0
(set (nth *Field Y X)
(cnt
'((DX DY)
(=T (get *Field (+ Y DY) (+ X DX))) )
*NeighborX
*NeighborY ) ) )
(mapc
'((DX DY)
(and
(get *Field (inc 'DY Y))
(nth @ (inc 'DX X))
(not (member (cons DX DY) Visit))
(push 'Visit (cons DX DY))
(recurse DX DY) ) )
*NeighborX
*NeighborY ) ) ) )
(showMines) ) )
 
(de m (X Y)
(set (nth *Field Y X) '?)
(showMines)
(unless (fish =T *Field)
"Congratulations! You won!!" ) )

Output:

: (minesweeper 6 4)
Number of mines: 5
......
......
......
......
-> NIL

: (c 6 4)          
......
...122
...100
...100
-> NIL

# ... omitted ...

: (c 1 4)
.201..
.20122
121100
01.100
-> NIL

# ... omitted ...

: (m 1 1)
?201..
.20122
121100
01.100
-> NIL

# ... omitted ...

: (m 3 4)
?201??
?20122
121100
01?100
-> "Congratulations! You won!!"

[edit] PureBasic

Structure cell
isMine.i
display.c ;character to displays for cell, one of these {'.', '?', ' ', #)
EndStructure
 
Global Dim grid.cell(0,0)
Global mineCount, minesMarked, isGameOver
 
Procedure makeGrid(n, m)
Protected rm, x, y
Dim grid.cell(n - 1, m - 1)
mineCount = n * m * (Random(4) + 2) / 10
If mineCount < 0: mineCount = 1: EndIf
 
For x = 0 To n - 1
For y = 0 To m - 1
grid(x, y)\display = '.'
Next
Next
 
rm = mineCount
While rm
x = Random(n - 1)
y = Random(m - 1)
If Not grid(x, y)\isMine
rm - 1: grid(x, y)\isMine = #True
EndIf
Wend
minesMarked = 0
isGameOver = #False
EndProcedure
 
Procedure displayGrid(isEndOfGame = #False)
#lMargin = 4
Protected x, y, display.s
If Not isEndOfGame
PrintN("Grid has " + Str(mineCount) + " mines, " + Str(minesMarked) + " mines marked.")
EndIf
PrintN(Space(#lMargin + 1) + ReplaceString(Space(ArraySize(grid(), 1) + 1), " ", "-"))
For y = 0 To ArraySize(grid(), 2)
Print(RSet(Str(y + 1), #lMargin, " ") + ":")
For x = 0 To ArraySize(grid(), 1)
Print(Chr(grid(x,y)\display))
Next
PrintN("")
Next
EndProcedure
 
Procedure endGame(msg.s)
Protected ans.s
isGameOver = #True
PrintN(msg): Print("Another game (y/n)?"): ans = Input()
If LCase(Left(Trim(ans),1)) = "y"
makeGrid(6, 4)
EndIf
EndProcedure
 
Procedure resign()
Protected x, y, found
For y = 0 To ArraySize(grid(), 2)
For x = 0 To ArraySize(grid(), 1)
With grid(x,y)
If \isMine
If \display = '?'
\display = 'Y'
found + 1
ElseIf \display <> 'x'
\display = 'N'
EndIf
EndIf
EndWith
Next
Next
displayGrid(#True)
endGame("You found " + Str(found) + " out of " + Str(mineCount) + " mines.")
EndProcedure
 
Procedure usage()
PrintN("h or ? - this help,")
PrintN("c x y - clear cell (x,y),")
PrintN("m x y - marks (toggles) cell (x,y),")
PrintN("n - start a new game,")
PrintN("q - quit/resign the game,")
PrintN("where x is the (horizontal) column number and y is the (vertical) row number." + #CRLF$)
EndProcedure
 
Procedure markCell(x, y)
If grid(x, y)\display = '?'
minesMarked - 1: grid(x, y)\display = '.'
ElseIf grid(x, y)\display = '.'
minesMarked + 1: grid(x, y)\display = '?'
EndIf
EndProcedure
 
Procedure countAdjMines(x, y)
Protected count, i, j
For j = y - 1 To y + 1
If j >= 0 And j <= ArraySize(grid(), 2)
For i = x - 1 To x + 1
If i >= 0 And i <= ArraySize(grid(), 1)
If grid(i, j)\isMine
count + 1
EndIf
EndIf
Next
EndIf
Next
 
ProcedureReturn count
EndProcedure
 
Procedure clearCell(x, y)
Protected count
If x >= 0 And x <= ArraySize(grid(), 1) And y >= 0 And y <= ArraySize(grid(), 2)
If grid(x, y)\display = '.'
If Not grid(x,y)\isMine
count = countAdjMines(x, y)
If count
grid(x, y)\display = Asc(Str(count))
Else
grid(x, y)\display = ' '
clearCell(x + 1, y)
clearCell(x + 1, y + 1)
clearCell(x , y + 1)
clearCell(x - 1, y + 1)
clearCell(x - 1, y)
clearCell(x - 1, y - 1)
clearCell(x , y - 1)
clearCell(x + 1, y - 1)
EndIf
Else
grid(x, y)\display = 'x'
PrintN("Kaboom! You lost!")
resign()
EndIf
EndIf
EndIf
EndProcedure
 
Procedure testforwin()
Protected x, y, isCleared
If minesMarked = mineCount
isCleared = #True
For x = 0 To ArraySize(grid(), 1)
For y = 0 To ArraySize(grid(), 2)
If grid(x, y)\display = '.': isCleared = #False: EndIf
Next
Next
EndIf
If isCleared: endGame("You won!"): EndIf
EndProcedure
 
If OpenConsole()
Define action.s
usage()
makeGrid(6, 4): displayGrid()
Repeat
PrintN(""): Print(">"): action = Input()
Select Asc(LCase(Left(action, 1)))
Case 'h', '?'
usage()
Case 'n'
makeGrid(6, 4): displayGrid()
Case 'c'
clearCell(Val(StringField(action, 2, " ")) - 1, Val(StringField(action, 3, " ")) - 1)
If Not isGameOver: displayGrid(): Else: testforwin(): EndIf
Case 'm'
markCell(Val(StringField(action, 2, " ")) - 1, Val(StringField(action, 3, " ")) - 1)
displayGrid()
testforwin()
Case 'q'
resign()
EndSelect
Until isGameOver
 
Print(#CRLF$ + #CRLF$ + "Press ENTER to exit"): Input()
CloseConsole()
EndIf

Sample output:

h or ? - this help,
c x y  - clear cell (x,y),
m x y  - marks (toggles) cell (x,y),
n      - start a new game,
q      - quit/resign the game,
where x is the (horizontal) column number and y is the (vertical) row number.

Grid has 4 mines, 0 mines marked.
     ------
   1:......
   2:......
   3:......
   4:......

>c 1 1
Grid has 4 mines, 0 mines marked.
     ------
   1:  1...
   2:  1...
   3: 12...
   4: 1....

>m 3 4
Grid has 4 mines, 1 mines marked.
     ------
   1:  1...
   2:  1...
   3: 12...
   4: 1?...

>c 4 3
Grid has 4 mines, 1 mines marked.
     ------
   1:  1...
   2:  1...
   3: 123..
   4: 1?...

>c 4 2
Kaboom!  You lost!
     ------
   1:  1...
   2:  1x..
   3: 123NN
   4: 1Y...
You found 1 out of 4 mines.
Another game (y/n)?n

[edit] Python

 
'''
Minesweeper game.
 
There is an n by m grid that has a random number of between 20% to 60%
of randomly hidden mines that need to be found.
 
Positions in the grid are modified by entering their coordinates
where the first coordinate is horizontal in the grid and the second
vertical. The top left of the grid is position 1,1; the bottom right is
at n,m.
 
* The total number of mines to be found is shown at the beginning of the
game.
* Each mine occupies a single grid point, and its position is initially
unknown to the player
* The grid is shown as a rectangle of characters between moves.
* You are initially shown all grids as obscured, by a single dot '.'
* You may mark what you think is the position of a mine which will show
as a '?'
* You can mark what you think is free space by entering its coordinates.
 :* If the point is free space then it is cleared, as are any adjacent
points that are also free space- this is repeated recursively for
subsequent adjacent free points unless that point is marked as a mine
or is a mine.
 ::* Points marked as a mine show as a '?'.
 ::* Other free points show as an integer count of the number of adjacent
true mines in its immediate neighbourhood, or as a single space ' ' if the
free point is not adjacent to any true mines.
* Of course you loose if you try to clear space that starts on a mine.
* You win when you have correctly identified all mines.
 
 
When prompted you may:
Toggle where you think a mine is at position x, y:
m <x> <y>
Clear the grid starting at position x, y (and print the result):
c <x> <y>
Print the grid so far:
p
Resign
r
Resigning will first show the grid with an 'N' for unfound true mines, a
'Y' for found true mines and a '?' for where you marked clear space as a
mine
 
'''

 
 
gridsize = (6, 4)
minerange = (0.2, 0.6)
 
 
try:
raw_input
except:
raw_input = input
 
import random
from itertools import product
from pprint import pprint as pp
 
 
def gridandmines(gridsize=gridsize, minerange=minerange):
xgrid, ygrid = gridsize
minmines, maxmines = minerange
minecount = xgrid * ygrid
minecount = random.randint(int(minecount*minmines), int(minecount*maxmines))
grid = set(product(range(xgrid), range(ygrid)))
mines = set(random.sample(grid, minecount))
show = {xy:'.' for xy in grid}
return grid, mines, show
 
def printgrid(show, gridsize=gridsize):
xgrid, ygrid = gridsize
grid = '\n'.join(''.join(show[(x,y)] for x in range(xgrid))
for y in range(ygrid))
print( grid )
 
def resign(showgrid, mines, markedmines):
for m in mines:
showgrid[m] = 'Y' if m in markedmines else 'N'
 
def clear(x,y, showgrid, grid, mines, markedmines):
if showgrid[(x, y)] == '.':
xychar = str(sum(1
for xx in (x-1, x, x+1)
for yy in (y-1, y, y+1)
if (xx, yy) in mines ))
if xychar == '0': xychar = '.'
showgrid[(x,y)] = xychar
for xx in (x-1, x, x+1):
for yy in (y-1, y, y+1):
xxyy = (xx, yy)
if ( xxyy != (x, y)
and xxyy in grid
and xxyy not in mines | markedmines ):
clear(xx, yy, showgrid, grid, mines, markedmines)
 
if __name__ == '__main__':
grid, mines, showgrid = gridandmines()
markedmines = set([])
print( __doc__ )
print( '\nThere are %i true mines of fixed position in the grid\n' % len(mines) )
printgrid(showgrid)
while markedmines != mines:
inp = raw_input('m x y/c x y/p/r: ').strip().split()
if inp:
if inp[0] == 'm':
x, y = [int(i)-1 for i in inp[1:3]]
if (x,y) in markedmines:
markedmines.remove((x,y))
showgrid[(x,y)] = '.'
else:
markedmines.add((x,y))
showgrid[(x,y)] = '?'
elif inp[0] == 'p':
printgrid(showgrid)
elif inp[0] == 'c':
x, y = [int(i)-1 for i in inp[1:3]]
if (x,y) in mines | markedmines:
print( '\nKLABOOM!! You hit a mine.\n' )
resign(showgrid, mines, markedmines)
printgrid(showgrid)
break
clear(x,y, showgrid, grid, mines, markedmines)
printgrid(showgrid)
elif inp[0] == 'r':
print( '\nResigning!\n' )
resign(showgrid, mines, markedmines)
printgrid(showgrid)
break
 
print( '\nYou got %i and missed %i of the %i mines'
 % (len(mines.intersection(markedmines)),
len(markedmines.difference(mines)),
len(mines)) )

Sample output

Minesweeper game.

    There is an n by m grid that has a random number of between 20% to 60%
    of randomly hidden mines that need to be found. 

    Positions in the grid are modified by entering their coordinates
    where the first coordinate is horizontal in the grid and the second
    vertical. The top left of the grid is position 1,1; the bottom right is
    at n,m.

    * The total number of mines to be found is shown at the beginning of the
    game.
    * Each mine occupies a single grid point, and its position is initially
    unknown to the player
    * The grid is shown as a rectangle of characters between moves.
    * You are initially shown all grids as obscured, by a single dot '.'
    * You may mark what you think is the position of a mine which will show
    as a '?'
    * You can mark what you think is free space by entering its coordinates.
    :*  If the point is free space then it is cleared, as are any adjacent
    points that are also free space- this is repeated recursively for
    subsequent adjacent free points unless that point is marked as a mine
    or is a mine.
    ::*   Points marked as a mine show as a '?'.
    ::*   Other free points show as an integer count of the number of adjacent
    true mines in its immediate neighbourhood, or as a single space ' ' if the
    free point is not adjacent to any true mines.
    * Of course you loose if you try to clear space that starts on a mine.
    * You win when you have correctly identified all mines.


    When prompted you may:
        Toggle where you think a mine is at position x, y:
          m <x> <y>
        Clear the grid starting at position x, y (and print the result):
          c <x> <y>
        Print the grid so far:
          p
        Resign
          r
    Resigning will first show the grid with an 'N' for unfound true mines, a
    'Y' for found true mines and a '?' for where you marked clear space as a
    mine 
      


There are 13 true mines of fixed position in the grid

......
......
......
......
m x y/c x y/p/r: c 3 2
.2....
345...
..5...
.4....
m x y/c x y/p/r: m 1 1
m x y/c x y/p/r: m 1 4
m x y/c x y/p/r: p
?2....
345...
..5...
?4....
m x y/c x y/p/r: r

Resigning!

Y2NN.N
345N.N
NN5NN.
Y4NN..

You got 2 and missed 0 of the 13 mines

[edit] Racket

 
#lang racket
(require math/array)
;board uses arrays directly, but maintaining an abstraction is nice
(define (board-ref b row col) (array-ref b (vector row col)))
(define (board-rows b) (vector-ref (array-shape b) 0))
(define (board-cols b) (vector-ref (array-shape b) 1))
(define (on-board? b row col)
(and (<= 0 row (sub1 (board-rows b)))
(<= 0 col (sub1 (board-cols b)))))
(define (board->lists b) (array->list* b))
;run on adjacent board positions
(define-syntax (for-adj stx)
(syntax-case stx ()
[(_ b (r row) (c col) diag? body ...)
(with-syntax ([is (if (syntax->datum #'diag?) #''(0 0 1 1 1 -1 -1 -1) #''(0 0 1 -1))]
[js (if (syntax->datum #'diag?) #''(1 -1 0 -1 1 0 -1 1) #''(1 -1 0 0))])
#'(for ([i is] [j js])
(let ([r (+ row i)]
[c (+ col j)])
(when (on-board? b r c)
body ...))))]))
;mark is either hidden, assume-mine, or clear
;n is int equal to # adj mines or -1 for mine
(struct pos ([mark #:mutable] n) #:transparent)
(define (mine? p) (= (pos-n p) -1))
(define (mine-count b) (apply + (array->list (array-map (λ (p) (if (mine? p) 1 0)) b))))
;hidden0? is needed because only spaces with no mines in them and no mines adjacent
;to them are cleared recursively
(define (hidden0? p)
(and (symbol=? (pos-mark p) 'hidden)
(zero? (pos-n p))))
(define (show-pos p)
(match-let ([(pos m n) p])
(case m
[(hidden) "."]
[(assume-mine) "?"]
[(clear) (if (zero? n) " " (number->string n))]
[else (error "illegal mark" m)])))
;put "|" around positions
(define (show-board b)
(for ([row (board->lists b)])
(displayln (format "|~a|" (string-join (map show-pos row) "|")))))
 
;winning = every position is either cleared or a hidden mine
(define (win? b)
(for*/and ([r (range 0 (board-rows b))]
[c (range 0 (board-cols b))])
(let ([p (board-ref b r c)])
(or (symbol=? (pos-mark p) 'clear)
(mine? p)))))
 
(define (init-board rows cols)
(let ([chance (+ (/ (random) 10) 0.1)]
 ;empty board
[b (array->mutable-array (build-array (vector rows cols)
(λ (x) (pos 'hidden 0))))])
 ;loop whole board
(for* ([row (range 0 rows)]
[col (range 0 cols)])
(when (< (random) chance)
 ;put a mine
(array-set! b (vector row col) (pos 'hidden -1))
 ;increment adjacent mine counts unless that adjacent position is a mine
(for-adj b (r row) (c col) #t
(let ([p (board-ref b r c)])
(unless (mine? p)
(array-set! b (vector r c) (pos 'hidden (add1 (pos-n p)))))))))
b))
 
;only clear position if it's not a mine
;only continue recursing when it's a hidden0?
(define (try-clear! p)
(cond [(mine? p) #f]
[(hidden0? p) (set-pos-mark! p 'clear) #t]
[else (set-pos-mark! p 'clear) #f]))
 
;the following player move functions return boolean where #f = lose, #t = still going
;assuming can never directly lose ((void) == #t from the set!)
;make sure to not allow overwriting an already cleared position
(define (toggle-assume! b row col)
(let ([p (board-ref b row col)])
(set-pos-mark! p (case (pos-mark p)
[(assume-mine) 'hidden]
[(hidden) 'assume-mine]
[(clear) 'clear]
[else (error "invalid mark" (pos-mark p))]))))
 
;clearing loses when the chosen position is a mine
;void = #t as far as if works, so no need to return #t
(define (clear! b row col)
(let ([p (board-ref b row col)])
(and (not (mine? p))
 ;not a mine, so recursively check adjacents, and maintain list of visited positions
 ;to avoid infinite loops
(let ([seen '()])
 ;clear the chosen position first, only continuing if it's a 0
(when (try-clear! p)
(let clear-adj ([row row] [col col])
(for-adj b (r row) (c col) #f
 ;make sure its not seen
(when (and (not (member (list r c) seen))
(try-clear! (board-ref b r c)))
 ;it was cleared, so loop after saving this position as being seen
(set! seen (cons (list r c) seen))
(clear-adj r c)))))))))
 
(define assume-string "a")
(define clear-string "c")
;validates input...returns either #f for an error or the move to execute
(define (parse-and-create-move! b s)
(match (string-split s)
[(list type row col)
(let ([row (string->number row)]
[col (string->number col)])
(and (number? row)
(number? col)
(let ([row (sub1 row)]
[col (sub1 col)])
(and (on-board? b row col)
(or (and (string=? type assume-string) (λ () (toggle-assume! b row col)))
(and (string=? type clear-string) (λ () (clear! b row col))))))))]
[else #f]))
(define (run)
(displayln (string-append "--- Enter one of:\n"
(format "--- \"~a <row> <col>\" to clear at (row,col), or~n" clear-string)
(format (string-append "--- \"~a <row> <col>\" to flag a possible mine "
"(or clear a flag) at (row,col).~n")
assume-string)))
(let ([b (init-board 4 6)])
(displayln (format "There are ~a mines.~n" (mine-count b)))
(let run ()
(show-board b)
(display "enter move: ")
 ;parse either failed or gave the procedure to execute
(let ([proc? (parse-and-create-move! b (read-line))])
 ;was the parse successful?
(if proc?
 ;then run it
(if (proc?)
 ;didn't lose, so either we won or we're not done
(if (win? b) (displayln "CLEAR!") (run))
(displayln "BOOM!"))
 ;parse failed
(run))))))
 

[edit] Ruby

puts <<EOS
Minesweeper game.
 
There is an n by m grid that has a random number of between 20% to 60%
of randomly hidden mines that need to be found.
 
Positions in the grid are modified by entering their coordinates
where the first coordinate is horizontal in the grid and the second
vertical. The top left of the grid is position 1,1; the bottom right is
at n,m.
 
* The total number of mines to be found is shown at the beginning of the
game.
* Each mine occupies a single grid point, and its position is initially
unknown to the player
* The grid is shown as a rectangle of characters between moves.
* You are initially shown all grids as obscured, by a single dot '.'
* You may mark what you think is the position of a mine which will show
as a '?'
* You can mark what you think is free space by entering its coordinates.
 :* If the point is free space then it is cleared, as are any adjacent
points that are also free space- this is repeated recursively for
subsequent adjacent free points unless that point is marked as a mine
or is a mine.
 ::* Points marked as a mine show as a '?'.
 ::* Other free points show as an integer count of the number of adjacent
true mines in its immediate neighbourhood, or as a single space ' ' if the
free point is not adjacent to any true mines.
* Of course you loose if you try to clear space that starts on a mine.
* You win when you have correctly identified all mines.
 
 
When prompted you may:
Toggle where you think a mine is at position x, y:
m <x> <y>
Clear the grid starting at position x, y (and print the result):
c <x> <y>
Print the grid so far:
p
Quit
q
Resigning will first show the grid with an 'N' for unfound true mines, a
'Y' for found true mines and a '?' for where you marked clear space as a
mine
EOS

 
WIDTH, HEIGHT = 6, 4
PCT = 0.15
NUM_MINES = (WIDTH * HEIGHT * PCT).round
 
def create_mines sx, sy
arr = Array.new(WIDTH) { Array.new(HEIGHT, false) }
NUM_MINES.times do
x, y = rand(WIDTH), rand(HEIGHT)
# place it if it isn't at (sx, sy) and we haven't already placed a mine
redo if arr[x][y] or (x == sx and y == sy)
arr[x][y] = true
end
arr
end
 
def num_marks
$screen.inject(0) { |sum, row| sum + row.count("?") }
end
 
def show_grid revealed = false
if revealed
puts $mines.transpose.map { |row| row.map { |cell| cell ? "*" : " " }.join(" ") }
else
puts "Grid has #{NUM_MINES} mines, #{num_marks} marked."
puts $screen.transpose.map{ |row| row.join(" ") }
end
end
 
SURROUND = [-1,0,1].product([-1,0,1]) - [[0,0]] # surround 8
def surrounding x, y
# apply the passed block to each spot around (x, y)
SURROUND.each do |dx, dy|
# don't check if we're out of bounds, or at (0,0)
yield(x+dx, y+dy) if (0...WIDTH).cover?(x+dx) and (0...HEIGHT).cover?(y+dy)
end
end
 
def clear_space x, y
return unless $screen[x][y] == "."
# check nearby spaces
count = 0
surrounding(x, y) { |px, py| count += 1 if $mines[px][py] }
if count == 0
$screen[x][y] = " "
surrounding(x, y) { |px, py| clear_space px, py }
else
$screen[x][y] = count.to_s
end
end
 
def victory?
return false if $mines.nil? # first one, don't need to check
return false if num_marks != NUM_MINES
mines_left = NUM_MINES
WIDTH.times do |x|
HEIGHT.times do |y|
mines_left -= 1 if $mines[x][y] and $screen[x][y] == "?"
end
end
 
mines_left == 0
end
 
def check_input x, y
x, y = x.to_i - 1, y.to_i - 1
[x, y] if (0...WIDTH).cover?(x) and (0...HEIGHT).cover?(y)
end
 
$mines = nil
$screen = Array.new(WIDTH) { Array.new(HEIGHT, ".") }
 
puts "Welcome to Minesweeper!"
show_grid
 
loop do
print "> "
action = gets.chomp.downcase
 
case action
when "quit", "exit", "x", "q"
puts "Bye!"
break
when /^m (\d+) (\d+)$/
# mark this cell
x, y = check_input $1, $2
next unless x
if $screen[x][y] == "."
# mark it
$screen[x][y] = "?"
if victory?
show_grid
puts "You win!"
break
end
elsif $screen[x][y] == "?"
# unmark it
$screen[x][y] = "."
end
show_grid
when /^c (\d+) (\d+)$/
x, y = check_input $1, $2
next unless x
$mines ||= create_mines(x, y)
if $mines[x][y]
puts "You hit a mine!"
show_grid true
break
else
clear_space x, y
show_grid
if victory?
puts "You win!"
break
end
end
when "p"
show_grid
end
end

[edit] Tcl

package require Tcl 8.5
fconfigure stdout -buffering none
 
# Set up the grid and fill it with some mines
proc makeGrid {n m} {
global grid mine
unset -nocomplain grid mine
set grid(size) [list $n $m]
set grid(shown) 0
set grid(marked) 0
for {set j 1} {$j <= $m} {incr j} {
for {set i 1} {$i <= $n} {incr i} {
set grid($i,$j) .
}
}
set squares [expr {$m * $n}]
set mine(count) [expr {int((rand()*0.4+0.2) * $squares)}]
for {set count 0} {$count < $mine(count)} {incr count} {
while 1 {
set i [expr {1+int(rand()*$n)}]
set j [expr {1+int(rand()*$m)}]
if {![info exist mine($i,$j)]} {
set mine($i,$j) x
break
}
}
}
return $mine(count)
}
 
# Print out the grid
proc displayGrid {} {
global grid
lassign $grid(size) n m
for {set j 1} {$j <= $m} {incr j} {
set row "\t"
for {set i 1} {$i <= $n} {incr i} {
append row $grid($i,$j)
}
puts $row
}
}
 
# Toggle the possible-mine flag on a cell
proc markCell {x y} {
global grid
if {![info exist grid($x,$y)]} return
if {$grid($x,$y) eq "."} {
set grid($x,$y) "?"
incr grid(marked)
} elseif {$grid($x,$y) eq "?"} {
set grid($x,$y) "."
incr grid(marked) -1
}
}
 
# Helper procedure that iterates over the 9 squares centered on a location
proc foreachAround {x y xv yv script} {
global grid
upvar 1 $xv i $yv j
foreach i [list [expr {$x-1}] $x [expr {$x+1}]] {
foreach j [list [expr {$y-1}] $y [expr {$y+1}]] {
if {[info exist grid($i,$j)]} {uplevel 1 $script}
}
}
}
 
# Reveal a cell; returns if it was a mine
proc clearCell {x y} {
global grid mine
if {![info exist grid($x,$y)] || $grid($x,$y) ne "."} {
return 0; # Do nothing...
}
if {[info exist mine($x,$y)]} {
set grid($x,$y) "!"
revealGrid
return 1; # Lose...
}
set surround 0
foreachAround $x $y i j {incr surround [info exist mine($i,$j)]}
incr grid(shown)
if {$surround == 0} {
set grid($x,$y) " "
foreachAround $x $y i j {clearCell $i $j}
} else {
set grid($x,$y) $surround
}
return 0
}
 
# Check the winning condition
proc won? {} {
global grid mine
lassign $grid(size) n m
expr {$grid(shown) + $mine(count) == $n * $m}
}
 
# Update the grid to show mine locations (marked or otherwise)
proc revealGrid {} {
global grid mine
lassign $grid(size) n m
for {set j 1} {$j <= $m} {incr j} {
for {set i 1} {$i <= $n} {incr i} {
if {![info exist mine($i,$j)]} continue
if {$grid($i,$j) eq "."} {
set grid($i,$j) "x"
} elseif {$grid($i,$j) eq "?"} {
set grid($i,$j) "X"
}
}
}
}
 
# The main game loop
proc play {n m} {
set m [makeGrid $n $m]
puts "There are $m true mines of fixed position in the grid\n"
displayGrid
while 1 {
puts -nonewline "m x y/c x y/p/r: "
if {[gets stdin line] < 0} break; # check for eof too!
switch -nocase -regexp [string trim $line] {
{^m\s+\d+\s+\d+$} {
markCell [lindex $line 1] [lindex $line 2]
}
{^c\s+\d+\s+\d+$} {
if {[clearCell [lindex $line 1] [lindex $line 2]]} {
puts "KABOOM!"
displayGrid
break
} elseif {[won?]} {
puts "You win!"
displayGrid
break
}
}
{^p$} {
displayGrid
}
{^r$} {
puts "Resigning..."
revealGrid
displayGrid
break
}
}
}
}
 
play 6 4

Sample output:

There are 6 true mines of fixed position in the grid

	......
	......
	......
	......
m x y/c x y/p/r: c 1 1
m x y/c x y/p/r: c 2 2
m x y/c x y/p/r: c 3 3
m x y/c x y/p/r: c 4 4
m x y/c x y/p/r: p
	1.....
	.1....
	..1...
	...2..
m x y/c x y/p/r: c 2 3
m x y/c x y/p/r: p
	1.....
	112...
	  1...
	  12..
m x y/c x y/p/r: m 2 1
m x y/c x y/p/r: m 4 3
m x y/c x y/p/r: p
	1?....
	112...
	  1?..
	  12..
m x y/c x y/p/r: c 3 1
m x y/c x y/p/r: c 4 1
m x y/c x y/p/r: c 4 2
m x y/c x y/p/r: c 5 4
m x y/c x y/p/r: m 5 3
m x y/c x y/p/r: c 6 1
m x y/c x y/p/r: p
	1?11.2
	1123..
	  1??.
	  123.
m x y/c x y/p/r: c 6 3
KABOOM!
	1X11.2
	1123xx
	  1XX!
	  123.
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