913 Commits

Author SHA1 Message Date
61f08e7634 Now that we have string-encodable game parameters, let's support a
command-line argument which is either a set of parameters or a
params+seed game ID.

[originally from svn r4234]
2004-05-20 08:22:49 +00:00
350683b253 Introduce routines in each game module to encode a set of game
parameters as a string, and decode it again. This is used in
midend.c to prepend the game parameters to the game seed, so that
copying out of the Specific box is sufficient to completely specify
the game you were playing.
Throughout development of these games I have referred to `seed'
internally, and `game ID' externally. Now there's a measurable
difference between them! :-)

[originally from svn r4231]
2004-05-19 11:57:09 +00:00
ba076fbdb2 Fix `visible' calculation (again).
[originally from svn r4223]
2004-05-12 18:54:16 +00:00
3c2a320143 Ahem. Seed validation was completely broken.
[originally from svn r4222]
2004-05-12 18:53:47 +00:00
1ea3c92c17 During redraws, I now do corner analysis centrally, which enables me
to maintain the `visible' array accurately and hence actually switch
it on. This prevents us having to redraw the entire playing area on
any move, which means really big grids are now sensibly playable
without display lag.

[originally from svn r4221]
2004-05-12 18:45:11 +00:00
3f9e52dae2 Remove vestigial code from the previous attempt at clever grid
generation. Grid generation should now be orders of magnitude faster
at large sizes.

[originally from svn r4220]
2004-05-12 18:28:11 +00:00
0579ca1005 Fiddle with the coordinate system to see if I can improve user
experience.

[originally from svn r4219]
2004-05-12 12:33:03 +00:00
87aec91b37 Flash on completion. Two people actually complained! :-)
[originally from svn r4218]
2004-05-12 12:32:27 +00:00
3ccdce2f6c Missing draw_update call.
[originally from svn r4216]
2004-05-11 23:22:08 +00:00
97493ac8d1 Rename the Windows Net executable, due to its clash with the system
net.exe.

[originally from svn r4215]
2004-05-11 19:32:05 +00:00
ed9b669b29 Now we have the UI abstraction, use it to implement keyboard control
in Net.

[originally from svn r4214]
2004-05-11 19:24:22 +00:00
a03b4b467f And I _always_ forget to clear the background when first drawing the
display of a new game, so I'll add it to nullgame.c and hope that
makes me remember it next time!

[originally from svn r4213]
2004-05-11 18:46:36 +00:00
8a67b0ed2c Cosmetic fixes for Windows.
[originally from svn r4212]
2004-05-11 18:46:10 +00:00
cdfc740fe4 Don't rush move animation to a conclusion on a subsequent keypress
unless there's actual activity happening as a result of the move.
Net animations were tending to get rushed to conclusion by the mouse
button release now that it's being reported to the mid-end.

[originally from svn r4211]
2004-05-11 18:37:20 +00:00
eb8a374d0d We should turn off the dragging variables in the UI _whenever_
`enddrag' is TRUE, not just when the end of the drag was within a
sensible range.

[originally from svn r4210]
2004-05-11 18:32:48 +00:00
e5d773604f Rectangles is now actually playable, since I've used the new UI
feature to arrange a mechanism that allows you to draw a whole
rectangle at a time by dragging rather than having to click each
edge individually.

[originally from svn r4209]
2004-05-11 18:29:49 +00:00
a8a50014e9 Oops - missed a bit in the GTK front end :-)
[originally from svn r4208]
2004-05-11 17:45:45 +00:00
180802b362 Framework alteration: we now support a `game_ui' structure in
addition to the `game_state'. The new structure is intended to
contain ephemeral data pertaining to the game's user interface
rather than the actual game: things stored in the UI structure are
not restored in an Undo, for example.
make_move() is passed the UI to modify as it wishes; it is now
allowed to return the _same_ game_state it was passed, to indicate
that although no move has been made there has been a UI operation
requiring a redraw.

[originally from svn r4207]
2004-05-11 17:44:30 +00:00
a1c88470a3 Added a new game, `Rectangles', taken from nikoli.co.jp.
[originally from svn r4206]
2004-05-11 17:06:50 +00:00
20921e613e Forgot to initialise the font variables in the Windows frontend structure.
[originally from svn r4200]
2004-05-04 11:20:47 +00:00
7ba4c00b98 Forgot to set up the initial value of checkboxes.
[originally from svn r4199]
2004-05-04 10:24:08 +00:00
2f999a9a59 dupstr() should take a const char *. In particular, this allows
compilation under GTK 2.

[originally from svn r4198]
2004-05-04 09:56:38 +00:00
33de1a833e Net puzzles more than 32 tiles wide weren't working properly due to
me testing the wrong variables for clicks on the tile border...

[originally from svn r4197]
2004-05-04 09:18:33 +00:00
5106190ad2 Peter Maydell points out that the README misspells `Makefile' as
`Makefile.gtk'.

[originally from svn r4196]
2004-05-04 08:33:28 +00:00
17214d1764 Uninitialised variable caused ultra-wide windows. Silly.
[originally from svn r4195]
2004-05-04 08:28:47 +00:00
72c581a959 Add a README.
[originally from svn r4194]
2004-05-03 13:07:43 +00:00
6dc05307d6 Shell script to prepare a source distribution archive.
[originally from svn r4193]
2004-05-03 13:03:12 +00:00
25755b09b9 Add a licence file.
[originally from svn r4192]
2004-05-03 12:48:13 +00:00
2a1b7e0dd3 Redraws during undo in Sixteen had been broken by my faffing about
with last_movement_sense (which was necessary to fix the animation
when the grid was only 2 squares wide in either dimension). Movement
sense is now inverted if the move being animated is an undo.

[originally from svn r4191]
2004-05-03 12:12:30 +00:00
ccbf3ca6f1 GTK and Windows appear to handle timers very differently:
specifically, the elapsed time between calls varies much more with
GTK than it does under Windows. Therefore, I now take my own time
readings on every timer call, and this appears to have made the
animations run at closer to the same speed between platforms. Having
done that, I decided some of them were at the _wrong_ speed, and
fiddled with each game's timings as well.

[originally from svn r4189]
2004-05-03 09:43:08 +00:00
2d1d54b96b Make Return and Escape work reliably in GTK dialog boxes.
[originally from svn r4188]
2004-05-03 09:19:34 +00:00
aa9a8e8c7e The Windows RNG turns out to only give about 16 bits at a time. This
is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!

[originally from svn r4187]
2004-05-03 09:10:52 +00:00
6e42ddd31b Implement selection of game seeds, by reusing the config box
mechanism I've just invented (the midend handles the standard game
selection configuration). Each game is now required to validate its
own seed data before attempting to base a game on it and potentially
confusing itself.

[originally from svn r4186]
2004-05-03 08:51:31 +00:00
eb88ee0973 `Fifteen' was getting the parity wrong on any size of board where
the top left and bottom right corners didn't have the same
chessboard colour.

[originally from svn r4185]
2004-05-03 07:56:23 +00:00
e8f6124996 Game configuration box for Windows, by constructing the dialog box
right from scratch without the slightest reference to any dialog
templates (meaning that we get to figure out the layout and _then_
choose the window size). I'm rather pleased with that. Also
introduced free_cfg(), which is why this checkin touched gtk.c as
well.

[originally from svn r4184]
2004-05-03 07:52:33 +00:00
ee17149822 `BOOLEAN' is a term already used by Win32. Bah. Change terminology.
[originally from svn r4183]
2004-05-02 10:43:46 +00:00
44ff00665b Configuration dialog box, on the GTK front end only as yet.
[originally from svn r4182]
2004-05-01 11:32:12 +00:00
b1bfb378f4 Remove arbitrary restriction on Net minimum game size. (Awww, cute
2x2! Cuter 2x1!)

[originally from svn r4181]
2004-05-01 08:58:48 +00:00
4e5a0a3d67 Wrap the status bar in a viewport, to avoid it expanding if the text
doesn't fit in it. This not only looked ugly, but caused unnecessary
calls to configure_area() and kept destroying the pixmap.

[originally from svn r4180]
2004-05-01 07:53:53 +00:00
2206a1aa25 The cube was being drawn slightly differently on the top and left
rows, because the coordinates were crossing one or other axis at
that point and so the lower coordinate was being rounded up while
the upper one was rounded down. Judicious use of floor() fixes it.

[originally from svn r4179]
2004-05-01 07:32:09 +00:00
a3c5409af2 Keep the status bar in better sync with the game display.
[originally from svn r4177]
2004-04-30 10:17:22 +00:00
17f261018a We were forgetting to count the final move.
[originally from svn r4176]
2004-04-30 10:14:55 +00:00
3cc2c00e69 Incorrect placing of the polyhedron sometimes left it on a blue
square. Oops.

[originally from svn r4175]
2004-04-30 10:11:53 +00:00
a8c8237bd0 Added a status bar.
[originally from svn r4174]
2004-04-29 19:23:08 +00:00
fa7ef572c7 Implemented text and clipping primitives in the frontend, and added
two new simple games `fifteen' and `sixteen'.

[originally from svn r4173]
2004-04-29 18:10:22 +00:00
4b9d755252 `There's always one'. Add nullgame to .cvsignore.
[originally from svn r4170]
2004-04-29 09:15:42 +00:00
443310b94c Add a template file defining the null game.
[originally from svn r4169]
2004-04-29 08:37:19 +00:00
d396382abd Add a new game concept called a `flash'. This is a graphical effect
taking non-zero time, which is triggered by the making of a move and
is _not_ hurried to its conclusion by the start of the next move (so
the game redraw function is expected to be able to draw it in
parallel with continuing moves). The only thing that prematurely
terminates a flash is the start of a fresh flash. In particular,
this concept is used to display the completion flash in Net, because
at least _my_ playing instincts make me lock every piece I've
unambiguously placed, and hence the last turn move is instantly
followed by a lock move which was previously suppressing the
completion flash.

[originally from svn r4168]
2004-04-28 18:43:50 +00:00
64e6afdeed Have each game declare a name which is used for window titles etc.
[originally from svn r4167]
2004-04-28 17:46:04 +00:00
e96f53452a Shift-click is equivalent to middle-click. This is mostly for
Windows users who may not have a middle button at all, but I've
replicated it in GTK to maintain cross-platform consistency.

[originally from svn r4166]
2004-04-28 17:42:32 +00:00