Minesweeper game

From Rosetta Code
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 neighborhood, 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)

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;

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 Ā°digitĀ° / IsNull
1.0.3	BugFix
		- Guess count fixup II mentioned by Ā°digitĀ°
		- 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
*/

BASIC

BASIC256

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

BCPL

get "libhdr"

static $( randstate = 0 $)

manifest $( 
    nummask  = #XF
    flagmask = #X10
    bombmask = #X20
    revealed = #X40
    MAXINT = (~0)>>1
    MININT = ~MAXINT
$)

let min(x,y) = x<y -> x, y
and max(x,y) = x>y -> x, y

let rand() = valof
$(  randstate := random(randstate)
    resultis randstate >> 7
$)

let randto(x) = valof
$(  let r, mask = ?, 1
    while mask<x do mask := (mask << 1) | 1
    r := rand() & mask repeatuntil r < x
    resultis r 
$)

// Place a bomb on the field (if not already a bomb)
let placebomb(field, xsize, ysize, x, y) =
    (field!(y*xsize+x) & bombmask) ~= 0 -> false, 
    valof
$(  for xa = max(x-1, 0) to min(x+1, xsize-1)
        for ya = max(y-1, 0) to min(y+1, ysize-1)
        $(  let loc = ya*xsize+xa
            let n = field!loc & nummask
            field!loc := (field!loc & ~nummask) | (n + 1)
        $)
    field!(y*xsize+x) := field!(y*xsize+x) | bombmask
    resultis true
$)

// Populate the field with N bombs
let populate(field, xsize, ysize, nbombs) be
$(  for i=0 to xsize*ysize-1 do field!i := 0
    while nbombs > 0
    $(  let x, y = randto(xsize), randto(ysize)
        if placebomb(field, xsize, ysize, x, y) then
            nbombs := nbombs - 1
    $)
$)

// Reveal field (X,Y) - returns true if stepped on a bomb
let reveal(field, xsize, ysize, x, y) =
    (field!(y*xsize+x) & bombmask) ~= 0 -> true,
    valof
$(  let loc = y*xsize+x
    field!loc := field!loc | revealed
    if (field!loc & nummask) = 0 then
        for xa = max(x-1, 0) to min(x+1, xsize-1)
            for ya = max(y-1, 0) to min(y+1, ysize-1)
                if (field!(ya*xsize+xa) & 
                        (bombmask | flagmask | revealed)) = 0 do
                    reveal(field, xsize, ysize, xa, ya)
    resultis false
$)
    
// Toggle flag
let toggleflag(field, xsize, ysize, x, y) be
$(  let loc = y*xsize+x
    field!loc := field!loc neqv flagmask
$)

// Show the field. Returns true if won.
let showfield(field, xsize, ysize, kaboom) = valof
$(  let bombs, flags, hidden, found = 0, 0, 0, 0
    for i=0 to xsize*ysize-1
    $(  if (field!i & revealed) = 0 do hidden := hidden + 1
        unless (field!i & bombmask) = 0 do bombs := bombs + 1
        unless (field!i & flagmask) = 0 do flags := flags + 1
        if (field!i & bombmask) ~= 0 & (field!i & flagmask) ~= 0
            do found := found + 1
    $)
    writef("Bombs: %N - Flagged: %N - Hidden: %N*N", bombs, flags, hidden)
    wrch('+')
    for x=0 to xsize-1 do wrch('-')
    writes("+*N")
    for y=0 to ysize-1
    $(  wrch('|')
        for x=0 to xsize-1
        $(  let loc = y*xsize+x
            test kaboom & (field!loc & bombmask) ~= 0 do
                wrch('**')
            or test (field!loc & (flagmask | revealed)) = flagmask do
                wrch('?')
            or test (field!loc & revealed) = 0 do 
                wrch('.')
            or test (field!loc & nummask) = 0 do
                wrch(' ')
            or 
                wrch('0' + (field!loc & nummask))
        $)
        writes("|*N")
    $)
    wrch('+')
    for x=0 to xsize-1 do wrch('-')
    writes("+*N")
    resultis found = bombs
$)

// Ask a question, get number 
let ask(q, min, max) = valof
$(  let n = ?
    $(  writes(q)
        n := readn()
    $) repeatuntil min <= n <= max
    resultis n
$)

// Read string
let reads(v) = valof
$(  let ch = ?
    v%0 := 0
    $(  ch := rdch()
        if ch = endstreamch then resultis false
        v%0 := v%0 + 1
        v%(v%0) := ch
    $) repeatuntil ch = '*N'
    resultis true 
$)

// Play game given field
let play(field, xsize, ysize) be
$(  let x = ?
    let y = ?
    let ans = vec 80
    if showfield(field, xsize, ysize, false)
    $(  writes("*NYou win!*N")
        finish
    $)
    $(  writes("*NR)eveal, F)lag, Q)uit? ")
        unless reads(ans) finish
        unless ans%0 = 2 & ans%2='*N' loop
        ans%1 := ans%1 | 32
        if ans%1 = 'q' then finish
    $) repeatuntil ans%1='r' | ans%1='f'
    
    y := ask("Row? ", 1, ysize)-1
    x := ask("Column? ", 1, xsize)-1
   
    switchon ans%1 into
    $(  case 'r':
            unless (field!(y*xsize+x) & flagmask) = 0
            $(  writes("*NError: that field is flagged, unflag it first.*N")
                endcase
            $)
            unless (field!(y*xsize+x) & revealed) = 0
            $(  writes("*NError: that field is already revealed.*N")
                endcase
            $)
            if reveal(field, xsize, ysize, x, y)
            $(  writes("*N K A B O O M *N*N")
                showfield(field, xsize, ysize, true)
                finish
            $)
            endcase
        case 'f':
            test (field!(y*xsize+x) & revealed) = 0
               do toggleflag(field, xsize, ysize, x, y)
               or writes("*NError: that field is already revealed.*N")
            endcase
    $)
    wrch('*N')
$) repeat

let start() be
$(  let field, xsize, ysize, bombs = ?, ?, ?, ?

    writes("Minesweeper*N-----------*N*N")
    randstate := ask("Random seed? ", MININT, MAXINT)
    xsize := ask("Width (4-64)? ", 4, 64)
    ysize := ask("Height (4-22)? ", 4, 22)
    
    // 10 to 20% bombs 
    bombs := muldiv(xsize,ysize,10) + randto(muldiv(xsize,ysize,10)+1)
    
    field := getvec(xsize*ysize)
    populate(field, xsize, ysize, bombs)
    play(field, xsize, ysize)
$)
Output:
Minesweeper
-----------

Random seed? 50
Width (4-64)? 6
Height (4-22)? 4
Bombs: 4 - Flagged: 0 - Hidden: 24
+------+
|......|
|......|
|......|
|......|
+------+

R)eveal, F)lag, Q)uit? r
Row? 1
Column? 1

Bombs: 4 - Flagged: 0 - Hidden: 16
+------+
| 1....|
| 2....|
| 2....|
| 1....|
+------+

R)eveal, F)lag, Q)uit? r
Row? 4
Column? 6

Bombs: 4 - Flagged: 0 - Hidden: 10
+------+
| 1....|
| 2....|
| 2.311|
| 1.1  |
+------+

R)eveal, F)lag, Q)uit? r
Row? 1
Column? 3

Bombs: 4 - Flagged: 0 - Hidden: 9
+------+
| 11...|
| 2....|
| 2.311|
| 1.1  |
+------+

R)eveal, F)lag, Q)uit? r
Row? 4
Column? 3

Bombs: 4 - Flagged: 0 - Hidden: 8
+------+
| 11...|
| 2....|
| 2.311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? f
Row? 2
Column? 3

Bombs: 4 - Flagged: 1 - Hidden: 8
+------+
| 11...|
| 2?...|
| 2.311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? f
Row? 3
Column? 3

Bombs: 4 - Flagged: 2 - Hidden: 8
+------+
| 11...|
| 2?...|
| 2?311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? r
Row? 1
Column? 4

Bombs: 4 - Flagged: 2 - Hidden: 7
+------+
| 112..|
| 2?...|
| 2?311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? r
Row? 2
Column? 4

Bombs: 4 - Flagged: 2 - Hidden: 6
+------+
| 112..|
| 2?3..|
| 2?311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? f
Row? 2
Column? 5

Bombs: 4 - Flagged: 3 - Hidden: 6
+------+
| 112..|
| 2?3?.|
| 2?311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? r
Row? 2
Column? 6

Bombs: 4 - Flagged: 3 - Hidden: 5
+------+
| 112..|
| 2?3?2|
| 2?311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? r
Row? 1
Column? 5

Bombs: 4 - Flagged: 3 - Hidden: 4
+------+
| 1122.|
| 2?3?2|
| 2?311|
| 111  |
+------+

R)eveal, F)lag, Q)uit? f
Row? 1
Column? 6

Bombs: 4 - Flagged: 4 - Hidden: 4
+------+
| 1122?|
| 2?3?2|
| 2?311|
| 111  |
+------+

You win!

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>
#include <ctype.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;
}

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;
}

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());
    }
}

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

Ceylon

Be sure to import ceylon.random in your module.ceylon file.

import ceylon.random {

	DefaultRandom
}

class Cell() {
	
	shared variable Boolean covered = true;
	shared variable Boolean flagged = false;
	shared variable Boolean mined = false;
	shared variable Integer adjacentMines = 0;
	
	string => 
			if (covered && !flagged) 
			then "." 
			else if (covered && flagged) 
			then "?" 
			else if (!covered && mined)
			then "X"
			else if (!covered && adjacentMines > 0) 
			then adjacentMines.string 
			else " ";
}

"The main function of the module. Run this one."
shared void run() {
	
	value random = DefaultRandom();
	value chanceOfBomb = 0.2;
	
	value width = 6;
	value height = 4;
	
	value grid = Array { for (j in 1..height) Array { for (i in 1..width) Cell() } };
	
	function getCell(Integer x, Integer y) => grid[y]?.get(x);
	
	void initializeGrid() {
		
		for (row in grid) {
			for (cell in row) {
				cell.covered = true;
				cell.flagged = false;
				cell.mined = random.nextFloat() < chanceOfBomb;
			}
		}
		
		function countAdjacentMines(Integer x, Integer y) => count { 
			for (j in y - 1 .. y + 1) 
			for (i in x - 1 .. x + 1)
			if (exists cell = getCell(i, j))
			cell.mined
		};
		
		for (j->row in grid.indexed) {
			for (i->cell in row.indexed) {
				cell.adjacentMines = countAdjacentMines(i, j);
			}
		}
	}
	
	void displayGrid() {
		print("  " + "".join(1..width));
		print("  " + "-".repeat(width));
		for (j->row in grid.indexed) {
			print("``j + 1``|``"".join(row)``|``j + 1``");
		}
		print("  " + "-".repeat(width));
		print("  " + "".join(1..width));
	}
	
	Boolean won() =>
		expand(grid).every((cell) => (cell.flagged && cell.mined) || (!cell.flagged && !cell.mined));

	void uncoverNeighbours(Integer x, Integer y) {
		for (j in y - 1 .. y + 1) {
			for (i in x - 1 .. x + 1) {
				if (exists cell = getCell(i, j), cell.covered, !cell.flagged, !cell.mined) {
					cell.covered = false;
					if (cell.adjacentMines == 0) {
						uncoverNeighbours(i, j);
					}
				}
			}
		}
	}
	
	while (true) {
		print("Welcome to minesweeper!
		       -----------------------");
		initializeGrid();
		while (true) {
			displayGrid();
			print("
			       The number of mines to find is ``count(expand(grid)*.mined)``.
			       What would you like to do? 
			       [1] reveal a free space (or blow yourself up)
			       [2] mark (or unmark) a mine");
			assert (exists instruction = process.readLine());
			print("Please enter the coordinates. eg 2 4");
			assert (exists line2 = process.readLine());
			value coords = line2.split().map(Integer.parse).narrow<Integer>().sequence();
			if (exists x = coords[0], exists y = coords[1], exists cell = getCell(x - 1, y - 1)) {
				switch (instruction)
				case ("1") {
					if (cell.mined) {
						print("=================
						       === You lose! ===
						       =================");
						expand(grid).each((cell) => cell.covered = false);
						displayGrid();
						break;
					}
					else if (cell.covered) {
						cell.covered = false;
						uncoverNeighbours(x - 1, y - 1);
					}
				}
				case ("2") {
					if (cell.covered) {
						cell.flagged = !cell.flagged;
					}
				}
				else { print("bad choice"); }
				if (won()) {
					print("****************
					       *** You win! ***
					       ****************");
					break;
				}
			}
		}
	}
}

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)))))))

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)

D

Minesweeper in D

EasyLang

Run it

len cell[] 56
len cnt[] 56
len flag[] 56
#
subr initvars
   state = 0
   ticks = 0
   indx = -1
   no_time = 0
.
func getind r c .
   ind = -1
   if r >= 0 and r <= 6 and c >= 0 and c <= 7
      ind = r * 8 + c + 1
   .
   return ind
.
proc draw_cell ind h . .
   ind -= 1
   r = ind div 8
   c = ind mod 8
   x = c * 12 + 2.5
   y = r * 12 + 2.5
   move x y
   rect 11 11
   if h > 0
      # count
      move x + 3 y + 3
      color 000
      text h
   elif h = -3
      # flag
      x += 4
      color 000
      linewidth 0.8
      move x y + 3
      line x y + 8
      color 600
      linewidth 2
      move x + 0.5 y + 7
      line x + 2 y + 7
   elif h <> 0
      # mine
      color 333
      if h = -2
         color 800
      .
      move x + 5 y + 5
      circle 3
      line x + 8 y + 9
   .
.
proc open ind . .
   if ind <> -1 and cell[ind] = 0
      cell[ind] = 2
      flag[ind] = 0
      color 686
      draw_cell ind cnt[ind]
      if cnt[ind] = 0
         ind -= 1
         r0 = ind div 8
         c0 = ind mod 8
         for r = r0 - 1 to r0 + 1
            for c = c0 - 1 to c0 + 1
               if r <> r0 or c <> c0
                  open getind r c
               .
            .
         .
      .
   .
.
proc show_mines m . .
   for ind to 56
      if cell[ind] = 1
         color 686
         if m = -1
            color 353
         .
         draw_cell ind m
      .
   .
.
proc outp col s$ . .
   move 2.5 87
   color col
   rect 59 11
   color 000
   move 5 90
   text s$
.
proc upd_info . .
   for i to 56
      nm += flag[i]
      if cell[i] < 2
         nc += 1
      .
   .
   if nc = 8
      outp 484 "Well done"
      show_mines -1
      state = 1
   else
      outp 464 8 - nm & " mines left"
   .
.
proc test ind . .
   if cell[ind] < 2 and flag[ind] = 0
      if cell[ind] = 1
         show_mines -1
         color 686
         draw_cell ind -2
         outp 844 "B O O M !"
         state = 1
      else
         open ind
         upd_info
      .
   .
.
background 676
proc start . .
   clear
   color 353
   for ind to 56
      cnt[ind] = 0
      cell[ind] = 0
      flag[ind] = 0
      draw_cell ind 0
   .
   n = 8
   while n > 0
      c = random 8 - 1
      r = random 7 - 1
      ind = r * 8 + c + 1
      if cell[ind] = 0
         n -= 1
         cell[ind] = 1
         for rx = r - 1 to r + 1
            for cx = c - 1 to c + 1
               ind = getind rx cx
               if ind > -1
                  cnt[ind] += 1
               .
            .
         .
      .
   .
   initvars
   outp 464 ""
   textsize 4
   move 5 93
   text "Minesweeper - 8 mines"
   move 5 88.2
   text "Long-press for flagging"
   textsize 6
   timer 0
.
on mouse_down
   if state = 0
      if mouse_y > 86 and mouse_x > 60
         no_time = 1
         move 64.5 87
         color 464
         rect 33 11
      .
      indx = getind ((mouse_y - 2) div 12) ((mouse_x - 2) div 12)
      ticks0 = ticks
   elif state = 3
      start
   .
.
on mouse_up
   if state = 0 and indx <> -1
      test indx
   .
   indx = -1
.
on timer
   if state = 1
      state = 2
      timer 1
   elif state = 2
      state = 3
   elif no_time = 0 and ticks > 3000
      outp 844 "B O O M !"
      show_mines -2
      state = 2
      timer 1
   else
      if indx > 0 and ticks = ticks0 + 2
         if cell[indx] < 2
            color 353
            flag[indx] = 1 - flag[indx]
            opt = 0
            if flag[indx] = 1
               opt = -3
            .
            draw_cell indx opt
            upd_info
         .
         indx = -1
      .
      if no_time = 0 and ticks mod 10 = 0
         move 64.5 87
         color 464
         if ticks >= 2500
            color 844
         .
         rect 33 11
         color 000
         move 66 90
         text "Time:" & 300 - ticks / 10
      .
      ticks += 1
      timer 0.1
   .
.
start

FreeBASIC

Mouse version

Based On BeBeliOuS's original code (www.bebelious.fr)

'--- Declaration of global variables ---
Type mina
    Dim   mina As Byte
    Dim   flag As Byte
    Dim   ok As Byte
    Dim   numero As Byte
End Type

Dim Shared As Integer size = 16, NX = 20, NY = 20
Dim Shared As Double mina = 0.10

Dim Shared tablero(NX+1,NY+1) As mina
Dim Shared As Integer GameOver, ddx, ddy, kolor, nbDESCANSO
Dim Shared As Double temps
Dim As String tecla

'--- SUBroutines and FUNCtions ---
Sub VerTodo
    Dim As Integer x, y
    For x = 1 To NX
        For y = 1 To NY
            With tablero(x,y)
                If .mina = 1 Or .flag > 0 Then .ok = 1
            End With
        Next y
    Next x
End Sub

Sub ShowGrid
    Dim As Integer x, y
    Line(ddx-1,ddy-1)-(1+ddx+size*NX,1+ddy+size*NY),&hFF0000,B
    For x = 1 To NX
        For y = 1 To NY
            With tablero(x,y)
                'Si la casilla no se hace click
                If .ok = 0 Then
                    Line(ddx+x*size,ddy+y*size)-(ddx+(x-1)*size,ddy+(y-1)*size),&h888888,BF
                    Line(ddx+x*size,ddy+y*size)-(ddx+(x-1)*size,ddy+(y-1)*size),&h444444,B
                    'bandera verde
                    If .flag = 1 Then
                        Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h00FF00,,,,F
                        Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h0
                    End If
                    'bandera azul
                    If .flag = 2 Then
                        Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h0000FF,,,,F
                        Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h0
                    End If
                    'Si se hace clic
                Else
                    If .mina = 0 Then
                        If .numero > 0 Then
                            Select Case .numero
                            Case 1: kolor = &h3333FF
                            Case 2: kolor = &h33FF33
                            Case 3: kolor = &hFF3333
                            Case 4: kolor = &hFFFF33
                            Case 5: kolor = &h33FFFF
                            Case 6: kolor = &hFF33FF
                            Case 7: kolor = &h999999
                            Case 8: kolor = &hFFFFFF
                            End Select
                            Draw String(ddx+x*size-size/1.5,ddy+y*size-size/1.5),Str(.numero),kolor
                        End If
                        If GameOver = 1 Then
                            'Si no hay Mina y una bandera verde >> rojo completo
                            If .flag = 1 Then
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h330000,,,,F
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h555555
                            End If
                            'Si no hay Mina y una bandera azul >> azul oscuro
                            If .flag = 2 Then
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h000033,,,,F
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h555555
                            End If
                        End If
                    Else
                        'Si hay una Mina sin bandera >> rojo
                        If .flag = 0 Then
                            Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&hFF0000,,,,F
                            Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&hFFFF00
                        Else
                            'Si hay una Mina con bandera verde >>> verde
                            If .flag = 1 Then
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h00FF00,,,,F
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&hFFFF00
                            End If
                            If .flag = 2 Then
                                'Si hay una Mina con bandera azul >>>> verde oscuro
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&h003300,,,,F
                                Circle (ddx+x*size-size/2,ddy+y*size-size/2),size/4,&hFFFF00
                            End If
                        End If
                    End If
                End If
            End With
        Next y 
    Next x
End Sub

Sub Calcul
    Dim As Integer x, y
    For x = 1 To NX
        For y = 1 To NY
            tablero(x,y).numero = _
            Iif(tablero(x+1,y).mina=1,1,0) + Iif(tablero(x-1,y).mina=1,1,0) + _
            Iif(tablero(x,y+1).mina=1,1,0) + Iif(tablero(x,y-1).mina=1,1,0) + _
            Iif(tablero(x+1,y-1).mina=1,1,0) + Iif(tablero(x+1,y+1).mina=1,1,0) + _
            Iif(tablero(x-1,y-1).mina=1,1,0) + Iif(tablero(x-1,y+1).mina=1,1,0)
        Next y
    Next x
End Sub

Sub Inicio
    size = 20
    If NX > 720/size Then size = 720/NX
    If NY > 520/size Then size = 520/NY
    
    Redim tablero(NX+1,NY+1) As mina
    Dim As Integer x, y
    For x = 1 To NX
        For y = 1 To NY
            With tablero(x,y)
                .mina = Iif(Rnd > (1-mina), 1, 0)
                .ok = 0
                .flag = 0
                .numero = 0
            End With
        Next y
    Next x
    ddx = (((800/size)-NX)/2)*size
    ddy = (((600/size)-NY)/2)*size
    Calcul
End Sub

Function isGameOver As Integer
    Dim As Integer x, y, nbMINA, nbOK, nbAZUL, nbVERT
    For x = 1 To NX
        For y = 1 To NY
            If tablero(x,y).ok = 1 And tablero(X,y).mina = 1 Then 
                Return -1
            End If
            If tablero(x,y).ok = 0 And tablero(x,y).flag = 1 And tablero(X,y).mina = 1 Then
                nbOK += 1
            End If
            If  tablero(X,y).mina = 1 Then
                nbMINA + =1
            End If
            If  tablero(X,y).flag = 2 Then
                nbAZUL += 1
                'End If
            Elseif  tablero(X,y).flag = 1 Then
                nbVERT += 1
            End If
        Next y
    Next x
    
    If nbMINA = nbOK And nbAZUL = 0 Then Return 1
    nbDESCANSO = nbMINA - nbVERT
End Function

Sub ClicRecursivo(ZX As Integer, ZY As Integer)
    If tablero(ZX,ZY).ok = 1 Then Exit Sub
    If tablero(ZX,ZY).flag > 0 Then Exit Sub
    'CLICK
    tablero(ZX,ZY).ok = 1
    
    If tablero(ZX,ZY).mina = 1 Then Exit Sub
    If tablero(ZX,ZY).numero > 0 Then Exit Sub
    
    If ZX > 0 And ZX <= NX And ZY > 0 And ZY <= NY Then    
        ClicRecursivo(ZX+1,ZY)
        ClicRecursivo(ZX-1,ZY)
        ClicRecursivo(ZX,ZY+1)
        ClicRecursivo(ZX,ZY-1)
        ClicRecursivo(ZX+1,ZY+1)
        ClicRecursivo(ZX+1,ZY-1)
        ClicRecursivo(ZX-1,ZY+1)
        ClicRecursivo(ZX-1,ZY-1)
    End If
End Sub


'--- Main Program ---
Screenres 800,600,24
Windowtitle"Minesweeper game"
Randomize Timer
Cls
Dim As Integer mx, my, mb, fmb, ZX, ZY, r, tt
Dim As Double t
Inicio
GameOver = 1
Do   
    tecla = Inkey
    If GameOver = 1 Then
        Select Case Ucase(tecla) 
        Case Chr(Asc("X"))
            NX += 5
            If NX > 80 Then NX = 10
            Inicio
        Case Chr(Asc("Y"))
            NY += 5
            If NY > 60 Then NY = 10
            Inicio
        Case Chr(Asc("M"))
            mina += 0.01
            If mina > 0.26 Then mina = 0.05
            Inicio
        Case Chr(Asc("S"))
            Inicio
            GameOver = 0
            temps = Timer
        End Select 
    End If
    
    Getmouse mx,my,,mb
    mx -= ddx-size
    my -= ddy-size
    ZX = (MX-size/2)/size
    ZY = (MY-size/2)/size
    
    If GameOver = 0 And zx > 0 And zx <= nx And zy > 0 And zy <= ny Then
        If MB=1 And fmb=0 Then ClicRecursivo(ZX,ZY)
        If MB=2 And fmb=0 Then
            tablero(ZX,ZY).flag += 1
            If tablero(ZX,ZY).flag > 2 Then tablero(ZX,ZY).flag = 0  
        End If    
        fmb = mb
    End If
    
    r = isGameOver
    If r = -1 And GameOver = 0 Then
        VerTodo
        GameOver = 1
    End If
    If r = 1 And GameOver = 0 Then GameOver = 1
    If GameOver = 0 Then tt = Timer-temps
    
    Screenlock
    Cls
    ShowGrid
    If GameOver = 0 Then
        Draw String (210,4), "X:" & NX & " Y:" & NY & " MINA:" & Int(mina*100) & "%   TIMER : " & Int(TT) & " S   REMAINING:" & nbDESCANSO,&hFFFF00
    Else
        Draw String (260,4), "PRESS: 'S' TO START     X,Y,M TO SIZE"   ,&hFFFF00
        Draw String (330,17), "X:" & NX & " Y:" & NY & " MINA:" & Int(mina*100) & "%"   ,&hFFFF00
        If r = 1 Then
            t += 0.01
            If t > 1000 Then t = 0
            Draw String (320,280+Cos(t)*100),"!! CONGRATULATION !!",&hFFFF00
        End If
    End If
    Screenunlock
Loop Until tecla = Chr(27)
Bsave "Minesweeper.bmp",0
End
Output:

Minesweeper FreeBasic image

Go

Translation of: PureBasic

... though altered somewhat.

package main

import (
    "bufio"
    "fmt"
    "math"
    "math/rand"
    "os"
    "strconv"
    "strings"
    "time"
)

type cell struct {
    isMine  bool
    display byte // display character for cell
}

const lMargin = 4

var (
    grid        [][]cell
    mineCount   int
    minesMarked int
    isGameOver  bool
)

var scanner = bufio.NewScanner(os.Stdin)

func makeGrid(n, m int) {
    if n <= 0 || m <= 0 {
        panic("Grid dimensions must be positive.")
    }
    grid = make([][]cell, n)
    for i := 0; i < n; i++ {
        grid[i] = make([]cell, m)
        for j := 0; j < m; j++ {
            grid[i][j].display = '.'
        }
    }
    min := int(math.Round(float64(n*m) * 0.1)) // 10% of tiles
    max := int(math.Round(float64(n*m) * 0.2)) // 20% of tiles
    mineCount = min + rand.Intn(max-min+1)
    rm := mineCount
    for rm > 0 {
        x, y := rand.Intn(n), rand.Intn(m)
        if !grid[x][y].isMine {
            rm--
            grid[x][y].isMine = true
        }
    }
    minesMarked = 0
    isGameOver = false
}

func displayGrid(isEndOfGame bool) {
    if !isEndOfGame {
        fmt.Println("Grid has", mineCount, "mine(s),", minesMarked, "mine(s) marked.")
    }
    margin := strings.Repeat(" ", lMargin)
    fmt.Print(margin, " ")
    for i := 1; i <= len(grid); i++ {
        fmt.Print(i)
    }
    fmt.Println()
    fmt.Println(margin, strings.Repeat("-", len(grid)))
    for y := 0; y < len(grid[0]); y++ {
        fmt.Printf("%*d:", lMargin, y+1)
        for x := 0; x < len(grid); x++ {
            fmt.Printf("%c", grid[x][y].display)
        }
        fmt.Println()
    }
}

func endGame(msg string) {
    isGameOver = true
    fmt.Println(msg)
    ans := ""
    for ans != "y" && ans != "n" {
        fmt.Print("Another game (y/n)? : ")
        scanner.Scan()
        ans = strings.ToLower(scanner.Text())
    }
    if scanner.Err() != nil || ans == "n" {
        return
    }
    makeGrid(6, 4)
    displayGrid(false)
}

func resign() {
    found := 0
    for y := 0; y < len(grid[0]); y++ {
        for x := 0; x < len(grid); x++ {
            if grid[x][y].isMine {
                if grid[x][y].display == '?' {
                    grid[x][y].display = 'Y'
                    found++
                } else if grid[x][y].display != 'x' {
                    grid[x][y].display = 'N'
                }
            }
        }
    }
    displayGrid(true)
    msg := fmt.Sprint("You found ", found, " out of ", mineCount, " mine(s).")
    endGame(msg)
}

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

func markCell(x, y int) {
    if grid[x][y].display == '?' {
        minesMarked--
        grid[x][y].display = '.'
    } else if grid[x][y].display == '.' {
        minesMarked++
        grid[x][y].display = '?'
    }
}

func countAdjMines(x, y int) int {
    count := 0
    for j := y - 1; j <= y+1; j++ {
        if j >= 0 && j < len(grid[0]) {
            for i := x - 1; i <= x+1; i++ {
                if i >= 0 && i < len(grid) {
                    if grid[i][j].isMine {
                        count++
                    }
                }
            }
        }
    }
    return count
}

func clearCell(x, y int) bool {
    if x >= 0 && x < len(grid) && y >= 0 && y < len(grid[0]) {
        if grid[x][y].display == '.' {
            if !grid[x][y].isMine {
                count := countAdjMines(x, y)
                if count > 0 {
                    grid[x][y].display = string(48 + count)[0]
                } 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)
                }
            } else {
                grid[x][y].display = 'x'
                fmt.Println("Kaboom! You lost!")
                return false
            }
        }
    }
    return true
}

func testForWin() bool {
    isCleared := false
    if minesMarked == mineCount {
        isCleared = true
        for x := 0; x < len(grid); x++ {
            for y := 0; y < len(grid[0]); y++ {
                if grid[x][y].display == '.' {
                    isCleared = false
                }
            }
        }
    }
    if isCleared {
        fmt.Println("You won!")
    }
    return isCleared
}

func splitAction(action string) (int, int, bool) {
    fields := strings.Fields(action)
    if len(fields) != 3 {
        return 0, 0, false
    }
    x, err := strconv.Atoi(fields[1])
    if err != nil || x < 1 || x > len(grid) {
        return 0, 0, false
    }
    y, err := strconv.Atoi(fields[2])
    if err != nil || y < 1 || y > len(grid[0]) {
        return 0, 0, false
    }
    return x, y, true
}

func main() {
    rand.Seed(time.Now().UnixNano())
    usage()
    makeGrid(6, 4)
    displayGrid(false)
    for !isGameOver {
        fmt.Print("\n>")
        scanner.Scan()
        action := strings.ToLower(scanner.Text())
        if scanner.Err() != nil || len(action) == 0 {
            continue
        }
        switch action[0] {
        case 'h', '?':
            usage()
        case 'n':
            makeGrid(6, 4)
            displayGrid(false)
        case 'c':
            x, y, ok := splitAction(action)
            if !ok {
                continue
            }
            if clearCell(x-1, y-1) {
                displayGrid(false)
                if testForWin() {
                    resign()
                }
            } else {
                resign()
            }
        case 'm':
            x, y, ok := splitAction(action)
            if !ok {
                continue
            }
            markCell(x-1, y-1)
            displayGrid(false)
            if testForWin() {
                resign()
            }
        case 'q':
            resign()
        }
    }
}
Output:

Sample session:

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 2 mine(s), 0 mine(s) marked.
     123456
     ------
   1:......
   2:......
   3:......
   4:......

>c 1 1
Grid has 2 mine(s), 0 mine(s) marked.
     123456
     ------
   1:      
   2:    11
   3: 1111.
   4: 1....

>m 6 3
Grid has 2 mine(s), 1 mine(s) marked.
     123456
     ------
   1:      
   2:    11
   3: 1111?
   4: 1....

>c 6 4
Grid has 2 mine(s), 1 mine(s) marked.
     123456
     ------
   1:      
   2:    11
   3: 1111?
   4: 1...1

>c 5 4
Grid has 2 mine(s), 1 mine(s) marked.
     123456
     ------
   1:      
   2:    11
   3: 1111?
   4: 1..11

>c 4 4
Grid has 2 mine(s), 1 mine(s) marked.
     123456
     ------
   1:      
   2:    11
   3: 1111?
   4: 1.111

>m 3 4
Grid has 2 mine(s), 2 mine(s) marked.
     123456
     ------
   1:      
   2:    11
   3: 1111?
   4: 1?111
You won!
     123456
     ------
   1:      
   2:    11
   3: 1111Y
   4: 1Y111
You found 2 out of 2 mine(s).
Another game (y/n)? : y
Grid has 3 mine(s), 0 mine(s) marked.
     123456
     ------
   1:......
   2:......
   3:......
   4:......

>c 1 1
Grid has 3 mine(s), 0 mine(s) marked.
     123456
     ------
   1:1.....
   2:......
   3:......
   4:......

>c 1 3
Kaboom! You lost!
     123456
     ------
   1:1.....
   2:N.....
   3:x.....
   4:.N....
You found 0 out of 3 mine(s).
Another game (y/n)? : n

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.

Haskell

Game Module

{-# LANGUAGE TemplateHaskell #-}

module MineSweeper
  ( Board
  , Cell(..)
  , CellState(..)
  , Pos
    -- lenses / prisms
  , pos
  , coveredLens
  , coveredFlaggedLens
  , coveredMinedLens
  , xCoordLens
  , yCoordLens
    -- Functions
  , emptyBoard
  , groupedByRows
  , displayCell
  , isLoss
  , isWin
  , exposeMines
  , openCell
  , flagCell
  , mineBoard
  , totalRows
  , totalCols )
where

import Control.Lens  ((%~), (&), (.~), (^.), (^?), Lens', Traversal', _1, _2,
                      anyOf, filtered, folded, lengthOf, makeLenses, makePrisms,
                      preview, to, view)
import Data.List     (find, groupBy, nub, delete, sortBy)
import Data.Maybe    (isJust)
import System.Random (getStdGen, getStdRandom, randomR, randomRs)

type Pos = (Int, Int)
type Board = [Cell]

data CellState = Covered   { _mined :: Bool, _flagged :: Bool }
               | UnCovered { _mined :: Bool }
               deriving (Show, Eq)

data Cell = Cell
          { _pos :: Pos
          , _state :: CellState
          , _cellId :: Int
          , _adjacentMines :: Int }
          deriving (Show, Eq)

makePrisms ''CellState
makeLenses ''CellState
makeLenses ''Cell

-- Re-useable lens.
coveredLens :: Traversal' Cell (Bool, Bool) --'
coveredLens = state . _Covered

coveredMinedLens, coveredFlaggedLens, unCoveredLens :: Traversal' Cell Bool --'
coveredMinedLens = coveredLens . _1
coveredFlaggedLens = coveredLens . _2
unCoveredLens = state . _UnCovered

xCoordLens, yCoordLens :: Lens' Cell Int --'
xCoordLens = pos . _1
yCoordLens = pos . _2

-- Adjust row and column size to your preference.
totalRows, totalCols :: Int
totalRows = 4
totalCols = 6

emptyBoard :: Board
emptyBoard = (\(n, p) -> Cell { _pos = p
                              , _state = Covered False False
                              , _adjacentMines = 0
                              , _cellId = n }) <$> zip [1..] positions
  where
    positions = (,) <$> [1..totalCols] <*> [1..totalRows]

updateCell :: Cell -> Board -> Board
updateCell cell = fmap (\c -> if cell ^. cellId == c ^. cellId then cell else c)

updateBoard :: Board -> [Cell] -> Board
updateBoard = foldr updateCell

okToOpen :: [Cell] -> [Cell]
okToOpen = filter (\c -> c ^? coveredLens == Just (False, False))

openUnMined :: Cell -> Cell
openUnMined = state .~ UnCovered False

openCell :: Pos -> Board -> Board
openCell p b = f $ find (\c -> c ^. pos == p) b
 where
  f (Just c)
    | c ^? coveredFlaggedLens == Just True = b
    | c ^? coveredMinedLens == Just True = updateCell
      (c & state .~ UnCovered True)
      b
    | isCovered c = if c ^. adjacentMines == 0 && not (isFirstMove b)
      then updateCell (openUnMined c) $ expandEmptyCells b c
      else updateCell (openUnMined c) b
    | otherwise = b
  f Nothing = b
  isCovered = isJust . preview coveredLens

expandEmptyCells :: Board -> Cell -> Board
expandEmptyCells board cell
  | null openedCells = board
  | otherwise = foldr (flip expandEmptyCells) updatedBoard (zeroAdjacent openedCells)
 where
  findMore _ [] = []
  findMore exclude (c : xs)
    | c `elem` exclude        = findMore exclude xs
    | c ^. adjacentMines == 0 = c : adjacent c <>
      findMore (c : exclude <> adjacent c) xs
    | otherwise               = c : findMore (c : exclude) xs
  adjacent     = okToOpen . flip adjacentCells board
  openedCells  = openUnMined <$> nub (findMore [cell] (adjacent cell))
  zeroAdjacent = filter (view (adjacentMines . to (== 0)))
  updatedBoard = updateBoard board openedCells

flagCell :: Pos -> Board -> Board
flagCell p board = case find ((== p) . view pos) board of
  Just c  -> updateCell (c & state . flagged %~ not) board
  Nothing -> board

adjacentCells :: Cell -> Board -> [Cell]
adjacentCells Cell {_pos = c@(x1, y1)} = filter (\c -> c ^. pos `elem` positions)
  where
    f n = [pred n, n, succ n]
    positions = delete c $ [(x, y) | x <- f x1, x > 0, y <- f y1, y > 0]

isLoss, isWin, allUnMinedOpen, allMinesFlagged, isFirstMove :: Board -> Bool
isLoss = anyOf (traverse . unCoveredLens) (== True)
isWin b = allUnMinedOpen b || allMinesFlagged b

allUnMinedOpen = (== 0) . lengthOf (traverse . coveredMinedLens . filtered (== False))
allMinesFlagged b = minedCount b == flaggedMineCount b
 where
  minedCount = lengthOf (traverse . coveredMinedLens . filtered (== True))
  flaggedMineCount = lengthOf (traverse . coveredLens . filtered (== (True, True)))

isFirstMove = (== totalCols * totalRows) . lengthOf (folded . coveredFlaggedLens . filtered (== False))

groupedByRows :: Board -> [Board]
groupedByRows = groupBy (\c1 c2 -> yAxis c1 == yAxis c2)
              . sortBy (\c1 c2 -> yAxis c1 `compare` yAxis c2)
  where
    yAxis = view yCoordLens

displayCell :: Cell -> String
displayCell c
  | c ^? unCoveredLens            == Just True = "X"
  | c ^? coveredFlaggedLens       == Just True = "?"
  | c ^? (unCoveredLens . to not) == Just True =
    if c ^. adjacentMines > 0 then show $ c ^. adjacentMines else "ā–¢"
  | otherwise = "."

exposeMines :: Board -> Board
exposeMines = fmap (\c -> c & state . filtered (\s -> s ^? _Covered . _1 == Just True) .~ UnCovered True)

updateMineCount :: Board -> Board
updateMineCount b = go b
 where
  go []       = []
  go (x : xs) = (x & adjacentMines .~ totalAdjacentMines b) : go xs
   where
    totalAdjacentMines =
      foldr (\c acc -> if c ^. (state . mined) then succ acc else acc) 0 . adjacentCells x

-- IO
mineBoard :: Pos -> Board -> IO Board
mineBoard p board = do
  totalMines <- randomMinedCount
  minedBoard totalMines >>= \mb -> pure $ updateMineCount mb
 where
  mines n = take n <$> randomCellIds
  minedBoard n = (\m -> 
    fmap (\c -> if c ^. cellId `elem` m then c & state . mined .~ True else c)
        board) . filter (\c -> openedCell ^. cellId /= c)
      <$> mines n
  openedCell = head $ filter (\c -> c ^. pos == p) board

randomCellIds :: IO [Int]
randomCellIds = randomRs (1, totalCols * totalRows) <$> getStdGen

randomMinedCount :: IO Int
randomMinedCount = getStdRandom $ randomR (minMinedCells, maxMinedCells)
 where
  maxMinedCells = floor $ realToFrac (totalCols * totalRows) * 0.2
  minMinedCells = floor $ realToFrac (totalCols * totalRows) * 0.1

Text Play

module Main

where

import MineSweeper   (Board, Cell (..), Pos, coveredLens, coveredMinedLens,
                      coveredFlaggedLens, xCoordLens, yCoordLens, pos, emptyBoard,
                      groupedByRows, displayCell, isLoss, isWin, exposeMines,
                      openCell, flagCell, mineBoard, totalRows, totalCols)
import Text.Printf   (printf)
import Text.Read     (readMaybe)
import System.IO     (hSetBuffering, stdout, BufferMode(..))
import Control.Monad (join, guard)
import Control.Lens  (lengthOf, filtered, view, preview)

data Command = Open Pos | Flag Pos | Invalid

parseInput :: String -> Command
parseInput s | length input /= 3 = Invalid
             | otherwise         = maybe Invalid command parsedPos
 where
  input     = words s
  parsedPos = do
    x <- readMaybe (input !! 1)
    y <- readMaybe (input !! 2)
    guard (x <= totalCols && y <= totalRows)
    pure (x, y)
  command p = case head input of
    "o" -> Open p
    "f" -> Flag p
    _   -> Invalid

cheat :: Board -> String
cheat = show . fmap (view pos) . filter ((== Just True) . preview coveredMinedLens)

totalMines, totalFlagged, totalCovered :: Board -> Int
totalMines = lengthOf (traverse . coveredMinedLens . filtered (==True))
totalFlagged = lengthOf (traverse . coveredFlaggedLens . filtered (==True))
totalCovered = lengthOf (traverse . coveredLens)

-- IO
drawBoard :: Board -> IO ()
drawBoard b = do
  -- printf "Cheat: %s\n" $ cheat b
  printf "  Mines: %d Covered: %d Flagged: %d\n\n"
    (totalMines b) (totalCovered b) (totalFlagged b)
  printf "%3s" ""
  mapM_ (printf "%3d") $ view xCoordLens <$> head rows
  printf "\n"
  mapM_ (\row -> do
    printf "%3d" $ yCoord row
    mapM_ (printf "%3s" . displayCell) row
    printf "\n" ) rows
 where
  rows   = groupedByRows b
  yCoord = view yCoordLens . head

gameLoop :: Board -> IO ()
gameLoop b
  | isLoss b  = drawBoard (exposeMines b) >> printf "\nYou Lose.\n"
  | isWin b   = drawBoard b >> printf "\nYou Win.\n"
  | otherwise = do
    drawBoard b
    putStr "\nPick a cell: "
    c <- getLine
    case parseInput c of
      Open p  -> gameLoop $ openCell p b
      Flag p  -> gameLoop $ flagCell p b
      Invalid -> gameLoop b

main :: IO ()
main = do
  hSetBuffering stdout NoBuffering
  drawBoard emptyBoard
  putStr "\nPick a cell: "
  c <- getLine
  case parseInput c of
    Open p -> join $ startGame p emptyBoard
    _      -> main
 where
  startGame p b = gameLoop . openCell p <$> mineBoard p b
Output:
  Mines: 0 Covered: 24 Flagged: 0

     1  2  3  4  5  6
  1  .  .  .  .  .  .
  2  .  .  .  .  .  .
  3  .  .  .  .  .  .
  4  .  .  .  .  .  .

Pick a cell: o 1 1
  Mines: 2 Covered: 23 Flagged: 0

     1  2  3  4  5  6
  1  ā–¢  .  .  .  .  .
  2  .  .  .  .  .  .
  3  .  .  .  .  .  .
  4  .  .  .  .  .  .

Pick a cell: f 1 2
  Mines: 2 Covered: 23 Flagged: 1

     1  2  3  4  5  6
  1  ā–¢  .  .  .  .  .
  2  ?  .  .  .  .  .
  3  .  .  .  .  .  .
  4  .  .  .  .  .  .

Pick a cell: f 6 6
  Mines: 2 Covered: 23 Flagged: 1

     1  2  3  4  5  6
  1  ā–¢  .  .  .  .  .
  2  ?  .  .  .  .  .
  3  .  .  .  .  .  .
  4  .  .  .  .  .  .

Pick a cell: f 6 4
  Mines: 2 Covered: 23 Flagged: 2

     1  2  3  4  5  6
  1  ā–¢  .  .  .  .  .
  2  ?  .  .  .  .  .
  3  .  .  .  .  .  .
  4  .  .  .  .  .  ?

Pick a cell: f 1 2
  Mines: 2 Covered: 23 Flagged: 1

     1  2  3  4  5  6
  1  ā–¢  .  .  .  .  .
  2  .  .  .  .  .  .
  3  .  .  .  .  .  .
  4  .  .  .  .  .  ?

Pick a cell: o 1 2
  Mines: 2 Covered: 14 Flagged: 1

     1  2  3  4  5  6
  1  ā–¢  1  .  .  .  .
  2  ā–¢  1  .  .  .  .
  3  ā–¢  1  2  .  .  .
  4  ā–¢  ā–¢  1  .  .  ?

Pick a cell: o 6 1
  Mines: 2 Covered: 4 Flagged: 1

     1  2  3  4  5  6
  1  ā–¢  1  .  1  ā–¢  ā–¢
  2  ā–¢  1  .  1  ā–¢  ā–¢
  3  ā–¢  1  2  2  1  ā–¢
  4  ā–¢  ā–¢  1  .  1  ?

Pick a cell: f 4 4
  Mines: 2 Covered: 4 Flagged: 2

     1  2  3  4  5  6
  1  ā–¢  1  .  1  ā–¢  ā–¢
  2  ā–¢  1  .  1  ā–¢  ā–¢
  3  ā–¢  1  2  2  1  ā–¢
  4  ā–¢  ā–¢  1  ?  1  ?

Pick a cell: o 3 2
  Mines: 0 Covered: 2 Flagged: 1

     1  2  3  4  5  6
  1  ā–¢  1  .  1  ā–¢  ā–¢
  2  ā–¢  1  X  1  ā–¢  ā–¢
  3  ā–¢  1  2  2  1  ā–¢
  4  ā–¢  ā–¢  1  X  1  ?

You Lose.

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=: verb define
  smoutput Instructions
  startgame y
) 
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.
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚......ā”‚
ā”‚......ā”‚
ā”‚......ā”‚
ā”‚......ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
   clear__fld 1 1
0 of 5 mines marked.
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚2.....ā”‚
ā”‚......ā”‚
ā”‚......ā”‚
ā”‚......ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
   clear__fld 6 4
0 of 5 mines marked.
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚2..2  ā”‚
ā”‚...2  ā”‚
ā”‚..31  ā”‚
ā”‚..1   ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
   mark__fld 3 1 ,: 3 2               NB. mark and clear both accept lists of coordinates
2 of 5 mines marked.
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚2.?2  ā”‚
ā”‚..?2  ā”‚
ā”‚..31  ā”‚
ā”‚..1   ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
   clear__fld 1 2 , 1 3 ,: 1 4
2 of 5 mines marked.
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚2.?2  ā”‚
ā”‚3.?2  ā”‚
ā”‚2.31  ā”‚
ā”‚1.1   ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
   clear__fld 2 1
KABOOM!!
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚2**2  ā”‚
ā”‚3**2  ā”‚
ā”‚2*31  ā”‚
ā”‚111   ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
You lost! Try again?
   fld=: Minesweeper 20 10            NB. create bigger minefield   
...                                   NB. instructions elided
0 of 50 mines marked.
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā”‚....................ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
   clear__fld >: 4$.$. 9 >  Map__fld  NB. Autosolve ;-)
Minefield cleared.
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”
ā”‚1***2**2**2*2*2*1111ā”‚
ā”‚123222222221212222*1ā”‚
ā”‚11          1223*421ā”‚
ā”‚*3321   11223**5**1 ā”‚
ā”‚3***211 1*2**6**432 ā”‚
ā”‚2*433*222223**423*2 ā”‚
ā”‚1111*4*4*2 13*2 3*41ā”‚
ā”‚11112*3**321211 2**1ā”‚
ā”‚3*3112334*3*211 1332ā”‚
ā”‚***1 1*12*312*1  1*1ā”‚
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
You won! Try again?

Java

--------------------------------- START of Main.java ---------------------------------
//By xykmz. Enjoy!

import java.util.Scanner;

public class Main {

    static int intErrorTrap (int x, int y){
        
        int max, min;
        
        if (x < y) {
            min = x;
            max = y;
        } else {
            min = y;
            max = x;
        }
        
        int input;
        boolean loopEnd;
        
        do {
            
            System.out.println("Please enter an integer between " + min + " to " + max + ".");
            Scanner userInput = new Scanner(System.in); //Player inputs a guess
            
            try 
            {
                input = userInput.nextInt();
                
                if(input > max) //Input is too high
                {
                    loopEnd = false;
                    System.out.println("Input is invalid.");
                    return -1;
                }
                
                else if(input < min) //Input is too low
                {
                    loopEnd = false;
                    System.out.println("Input is invalid.");
                    return -1;
                }
                
                else //Input is within acceptable range
                {
                    loopEnd = true;
                    System.out.println(input + " is a valid input.");
                    return input;
    
                }
            }
            
            catch (Exception e)
            {
                loopEnd = false;
                userInput.next();
                System.out.println("Input is invalid.");
                return 0;
            }
        
        } while (loopEnd == false);
    }
    
    
    public static void main(String[] args) {
      
    	System.out.println ("Enter width.");
    	int x = intErrorTrap (0,60);
    	
    	System.out.println ("Enter height.");
    	int y = intErrorTrap (0,30);
    	
    	System.out.println ("Enter difficulty.");
    	int d = intErrorTrap (0,100);
 
        new Minesweeper(x, y, d); //Suggested: (60, 30, 15)
    }

}


//--------------------------------- END of Main.java ---------------------------------

//--------------------------------- START of Cell.java ---------------------------------



public class Cell{ //This entire class is quite self-explanatory. All we're really doing is setting booleans.
	
    private boolean isMine, isFlagged, isCovered;
    private int number;
 
    public Cell(){
        isMine = false;
        isFlagged = false;
        isCovered = true;
        number = 0;
    }
 
    public void flag(){
        isFlagged = true;
    }
 
    public void unflag(){
        isFlagged = false;
    }
    
    public void setMine(){
        isMine = true;
    }
 
    public boolean isMine(){
        return isMine;
    }
    
    public void reveal(){
        isCovered = false;
    }
 
    public void setNumber(int i){ //Set the number of the cell
        number = i;
    }
    
    public int getNumber(){ //Request the program for the number of the cell
        return number;
    }
 
    public boolean isFlagged(){
        return isFlagged;
    }
 
    public boolean isCovered(){
        return isCovered;
    }
 

}

//--------------------------------- END of Cell.java ---------------------------------

//--------------------------------- START of Board.java ---------------------------------

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; //Guarantees consistent serialVersionUID value across different java compiler implementations,
    												 //Auto-generated value might screw things up
   
    private Minesweeper mine;
    private Cell[][] cells;
 
 
    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];
 
                
                //Flagged cells
                if (current.isFlagged()){
                	
                    if (current.isMine() && mine.isFinished()){
                    	
                        g.setColor(Color.ORANGE); //Let's the player know which mines they got right when the game is finished.
                        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()){ //Shows cells that the player incorrectly identified as mines.
                        g.setColor(Color.YELLOW);
                        g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
                        g.setColor(Color.BLACK);
                    }
                    else{
                        g.setColor(Color.GREEN); //Flagging a mine.
                        g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
                        g.setColor(Color.BLACK);
                    }
                }
                
                //Unflagged cells
                else if (current.isCovered()){ //Covered cells
                    g.setColor(Color.DARK_GRAY);
                    g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
                    g.setColor(Color.BLACK);
                }
                else if (current.isMine()){ //Incorrect cells are shown when the game is over.=
                    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{ //Empty cells or numbered cells
                    g.setColor(Color.LIGHT_GRAY);
                    g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20);
                    g.setColor(Color.BLACK);
                }
                
                //The following part is very self explanatory - drawing the numbers.
                //Not very interesting work.
                //Not a fun time.
                //Rating: 0/10. Would not recommend.
                
                if (!current.isCovered()){
                    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);
            }
        }
    }
    
    public Board(Minesweeper m){ //Creating a new game so we can draw a board for it
        mine = m;
        cells = mine.getCells();
 
        addMouseListener(new Actions(mine));
 
        setPreferredSize(new Dimension(mine.getx() * 20, mine.gety() * 20));
    }
    
}

//--------------------------------- END of Board.java ---------------------------------

//--------------------------------- START of Actions.java ---------------------------------

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;
    
    //These following four are not important. We simply tell the machine to pay no mind when mouse is pressed, released, etc.
    //If these weren't here the computer would freak out and panic over what to do because no instructions were given.
 
    public void mouseEntered(MouseEvent e){
    	 
    }
 
    public void mouseExited(MouseEvent e){
 
    }
 
    public void mousePressed(MouseEvent e){
 
    }
 
    public void mouseReleased(MouseEvent e){
 
    }
    
    //Where the fun begins
    
    public Actions(Minesweeper m){
    	
        mine = m;
    }
 
    //Any time an action is performed, redraw the board and keep it up to date.
    public void actionPerformed(ActionEvent e){
    	
        mine.reset();
 
        mine.refresh();
    }
 
    //Mouse clicky clicky
    public void mouseClicked(MouseEvent e){
    	
    	//Left click - opens mine
        if (e.getButton() == 1)
        {
            int x = e.getX() / 20;
            int y = e.getY() / 20;
 
            mine.select(x, y);
        }

        //Right click - marks mine
        if (e.getButton() == 3)
        {
            int x = e.getX() / 20;
            int y = e.getY() / 20;
 
            mine.mark(x, y);
        }
        
        
        mine.refresh(); //Gotta keep it fresh
    }
 
 
}

//--------------------------------- END of Actions.java ---------------------------------

//--------------------------------- START of Minesweeper.java ---------------------------------

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 int difficulty;
    private Cell[][] cells;
    private Board board;
    private JButton reset;
    private boolean finished;
 
    
    public void select(int x, int y){ //Select a mine on the board
    	
        if (cells[x][y].isFlagged()) //Is the mine flagged?
        	return;
        
        cells[x][y].reveal(); //Reveal the cell
        resetMarks(); //Reset marks and redraw board
        refresh();
 
        if (cells[x][y].isMine()) //If a mine is revealed, you lose.
        {
            lose();
        }
        else if (won()) //If the game has been won, you win. Hahahahahaha.
        {
            win();
        }
    }
    
    private void setNumbers(){ //For each cell, count the amount of mines in surrounding squares.
    	                       //Because the board is modeled as a 2D array, this is relatively easy - simply check the surrounding addresses for mines.
    						   //If there's a mine, add to the count.
    	
        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++){ //This is for the beginning of the game.
        	                             //If the 8 cells around certain cell have no mines beside them (hence getNumber() = 0) beside them, this cell is empty.  
        	
            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 mark(int x, int y){ //When a player wants to flag/unflag a cell
    	
        if (cells[x][y].isFlagged()) //If the cell is already flagged, unflag it.
        	cells[x][y].unflag();
        
        else if (cells[x][y].isCovered()) //If the cell has nothing on it and is covered, flag it.
        	cells[x][y].flag();
 
        resetMarks();
    }
 
    private void resetMarks(){ //If a cell is not covered, then it cannot be flagged.
    	                       //Every time a player does something, this should be called to redraw the board.
    	
        for (int i = 0; i < width; i++){
            for (int j = 0; j < height; j++){
            	
                if (!cells[i][j].isCovered()) 
                	cells[i][j].unflag();
                
            }
        }
    }
    
    public void reset(){ //Reset the positions of the mines on the board
    	                 //If randomly generated number from 0 to 100 is less than the chosen difficulty, a mine is placed down.
    	                 //This will somewhat accurately reflect the mine percentage that the user requested - the more cells, the more accurate.
    	
        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(); //Put down a mine.
                }
                
            }
        }
        setNumbers(); //Set the numbers after mines have been put down.
    }
 
    public int getx() {
        return width;
    }
 
    public int gety() {
        return height;
    }
 
    public Cell[][] getCells() {
        return cells;
    }

 
    public void refresh(){ //Refresh the drawing of the board
        board.repaint();
    }
 
    private void win(){ //Winning a game
        finished = true;
        for (int i = 0; i < width; i++)
        {
            for (int j = 0; j < height; j++)
            {
                cells[i][j].reveal();//Reveal all cells
                
                if (!cells[i][j].isMine()) 
                	cells[i][j].unflag();
            }
        }
 
        refresh();
        JOptionPane.showMessageDialog(null, "Congratulations! You won!"); //Tell the user they won. They probably deserve to know.
        reset();
    }
    
    private void lose(){ //Losing a game...basically the same as above.
        finished = true;
        for (int i = 0; i < width; i++)
        {
            for (int j = 0; j < height; j++)
            {
                if (!cells[i][j].isCovered()) 
                	cells[i][j].unflag();
                
                cells[i][j].reveal();
            }
        }
        refresh();
        JOptionPane.showMessageDialog(null, "GAME OVER."); //Dialogue window letting the user know that they lost.
        reset();
    }
 
 
    private boolean won(){ //Check if the game has been won
        for (int i = 0; i < width; i++){
            for (int j = 0; j < height; j++){
            	
                if (cells[i][j].isCovered() && !cells[i][j].isMine())
                {
                    return false;
                }
            }
        }
 
        return true; 
    } 
 
 
    public boolean isFinished(){ //Extremely self-explanatory.
        return finished;
    }
    
    public Minesweeper(int x, int y, int d){
    	
        width = x; //Width of the board
        height = y; //Height of the board
        difficulty = d; //Percentage of mines in the board
        cells = new Cell[width][height];
 
        reset(); //Set mines on the board
 
        board = new Board(this); //Create new board
        reset = new JButton("Reset"); //Reset button
 
        add(board, BorderLayout.CENTER); //Put board in the center
        add(reset, BorderLayout.SOUTH); //IT'S A BUTTON! AND IT WORKS! VERY COOL
 
        reset.addActionListener(new Actions(this)); //ActionListener to watch for mouse actions
 
        //GUI window settings
        setTitle("Minesweeper");
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        setResizable(false);
        pack();
        setVisible(true);
    }
    
}


//--------------------------------- END of Minesweeper.java ---------------------------------

Julia

Save the following code to a file (for example "minesweeper.jl") and include it in the Julia REPL to play the game.

# Minesweeper:

mutable struct Field
    size::Tuple{Int, Int}
    numbers::Array{Int, 2}
    possible_mines::Array{Bool, 2}
    actual_mines::Array{Bool, 2}
    visible::Array{Bool, 2}
end

function Field(x, y)
    size = (x, y)
    actual_mines = convert(Array{Bool, 2}, rand(x, y) .< 0.15)
    possible_mines = zeros(Bool, x, y)
    numbers = zeros(Int, x, y)
    visible = zeros(Bool, x, y)
    for i = 1:x
        for j = 1:y
            n = 0
            for di = -1:1
                for dj = -1:1
                    n += (0 < di+i <= x && 0 < dj+j <= y) ?
                         (actual_mines[di+i, dj+j] ? 1 : 0) : 0
                end
            end
            numbers[i, j] = n
        end
    end
    return Field(size, numbers, possible_mines, actual_mines, visible)
end

function printfield(f::Field; showall = false)
    spaces = Int(floor(log(10, f.size[2])))

    str = " "^(4+spaces)
    for i in 1:f.size[1]
        str *= string(" ", i, " ")
    end
    str *= "\n" * " "^(4+spaces) * "___"^f.size[1] * "\n"
    for j = 1:f.size[2]
        str *= " " * string(j) * " "^(floor(log(10, j)) > 0 ? 1 : spaces+1) * "|"
        for i = 1:f.size[1]
            if showall
                str *= f.actual_mines[i, j] ? " * " : "   "
            else
                if f.visible[i, j]
                    str *= " " * string(f.numbers[i, j] > 0 ? f.numbers[i, j] : " ") * " "
                elseif f.possible_mines[i, j]
                    str *= " ? "
                else
                    str *= " . "
                end
            end
        end
        str *= "\r\n"
    end
    println("Found " * string(length(f.possible_mines[f.possible_mines.==true])) *
            " of " * string(length(f.actual_mines[f.actual_mines.==true])) * " mines.\n")
    print(str)
end

function parse_input(str::String)
    input = split(chomp(str), " ")
    mode = input[1]
    println(str)
    coords =  length(input) > 1 ? (parse(Int,input[2]), parse(Int,input[3])) : (0, 0)
    return mode, coords
end

function eval_input(f::Field, str::String)
    mode, coords = parse_input(str)
    (coords[1] > f.size[1] || coords[2] > f.size[2]) && return true
    if mode == "o"
        reveal(f, coords...) || return false
    elseif mode == "m" && f.visible[coords...] == false
        f.possible_mines[coords...] = !f.possible_mines[coords...]
    elseif mode == "close"
        error("You closed the game.")
    end
    return true
end

function reveal(f::Field, x::Int, y::Int)
    (x > f.size[1] || y > f.size[2]) && return true # check for index out of bounds
    f.actual_mines[x, y] && return false # check for mines
    f.visible[x, y] = true
    if f.numbers[x, y] == 0
        for di = -1:1
            for dj = -1:1
                if (0 < di+x <= f.size[1] && 0 < dj+y <= f.size[2]) &&
                        f.actual_mines[x+di, y+dj] == false &&
                        f.visible[x+di, y+dj] == false
                    reveal(f, x+di, y+dj)
                end
            end
        end
    end
    return true
end

function play()
    print("\nWelcome to Minesweeper\n\nEnter the gridsize x  y:\n")
    s = split(readline(), " ")
    f = Field(parse.(Int,s)...)
    won = false
    while true
        printfield(f)
        print("\nWhat do you do? (\"o x y\" to reveal a field; \"m x y\" to toggle a mine; close)\n")
        eval_input(f, readline()) || break
        print("_"^80 * "\n")
        (f.actual_mines == f.possible_mines ||
              f.visible == .!f.actual_mines) && (won = true; break)
    end
    println(won ? "You won the game!" : "You lost the game:\n")
    printfield(f, showall = true)
end

play()

typical game:

julia> include("minesweeper.jl")

Welcome to Minesweeper

Enter the gridsize x y:
6 4
Found 0 of 5 mines.

     1  2  3  4  5  6
    __________________
 1 | .  .  .  .  .  .
 2 | .  .  .  .  .  .
 3 | .  .  .  .  .  .
 4 | .  .  .  .  .  .

What do you do? ("o x y" to reveal a field; "m x y" to toggle a mine; close)
o 1 1
________________________________________________________________________________

Found 0 of 5 mines.

     1  2  3  4  5  6
    __________________
 1 | 1  .  .  .  .  .
 2 | .  .  .  .  .  .
 3 | .  .  .  .  .  .
 4 | .  .  .  .  .  .

What do you do? ("o x y" to reveal a field; "m x y" to toggle a mine; close)
o 1 2
________________________________________________________________________________

Found 0 of 5 mines.

     1  2  3  4  5  6
    __________________
 1 | 1  .  .  .  .  .
 2 | 2  .  .  .  .  .
 3 | .  .  .  .  .  .
 4 | .  .  .  .  .  .

What do you do? ("o x y" to reveal a field; "m x y" to toggle a mine; close)
o 2 1
________________________________________________________________________________

Found 0 of 5 mines.

     1  2  3  4  5  6
    __________________
 1 | 1  2  .  .  .  .
 2 | 2  .  .  .  .  .
 3 | .  .  .  .  .  .
 4 | .  .  .  .  .  .

What do you do? ("o x y" to reveal a field; "m x y" to toggle a mine; close)
o 6 4
________________________________________________________________________________

Found 0 of 5 mines.

     1  2  3  4  5  6
    __________________
 1 | 1  2  .  .  .  .
 2 | 2  .  2  1  1  1
 3 | .  .  2
 4 | .  .  1

What do you do? ("o x y" to reveal a field; "m x y" to toggle a mine; close)
m 2 2
________________________________________________________________________________

Found 1 of 5 mines.

     1  2  3  4  5  6
    __________________
 1 | 1  2  .  .  .  .
 2 | 2  ?  2  1  1  1
 3 | .  .  2
 4 | .  .  1

What do you do? ("o x y" to reveal a field; "m x y" to toggle a mine; close)
close
ERROR: You closed the game.

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 <