- prevent highlighting a clue square at all
- enable easier switching between highlight types by not requiring
a left-click highlight to be left-click-cancelled before
right-clicking, and vice versa
- fix bit-rot in -DSTANDALONE_SOLVER
Also one of mine:
- replicate Richard's -DSTANDALONE_SOLVER fix in Pattern, where it
was also broken.
[originally from svn r5892]
- middle button now also triggers the clear-around-square action
- a special-case handler in midend_process_key() arranges that the
left button always trumps the right button if both are pressed
together, meaning that Windows Minesweeper players used to
pressing L+R to clear around a square should still be able to do
so without any strange behaviour.
(The latter touches all game backends, yet again, to add a field to
the game structure which is zero in everything except Mines.)
[originally from svn r5888]
Rather than revealing the entire mine layout when you die, we now
only reveal the one mine that killed you. You can then Undo and
continue playing, without having spoiled the rest of the grid for
yourself. The number of times you've died is counted in the status
line (and is not reduced by Undo :-).
Amusingly, I think this in itself is quite a good way of dealing
with ambiguous sections in a Minesweeper grid: they no longer
_completely_ spoil your enjoyment of the game, because you can still
play the remainder of the grid even if you haven't got a completely
clean sweep. Just my luck that I should invent the idea when I've
already arranged for ambiguous sections to be absent :-)
[originally from svn r5886]
the Mines unique grid generator fails at high mine densities it is
_almost always_ for the same reason, and it also turns out that this
reason is one which can be addressed. So here's an enhancement to
mineperturb() which enables Mines to generate a grid at (as far as I
can tell) any mine density you like, up to and including w*h-9
mines. At densities of 1 in 2 or thereabouts the grids start to look
rather strange, but it can at least generate them without hanging.
[originally from svn r5885]
function rather less uniform-looking than I'd intended. I _thought_
it looked a bit fishy, but had assumed it was just the human
tendency to see patterns where none exist. Now fixed, and some real
test vectors confirm that this time the obfuscation function is
actually what I intended it to be.
This means that all masked game IDs generated before this revision
are now invalid. That's a shame, but the game is only a day old and
I think I can reasonably justify it as teething trouble.
[originally from svn r5883]
and it moves the polyhedron in the general direction of the mouse
pointer. (I had this in my initial throwaway Python implementation
of this game, but never reimplemented it in this version. It's
harder with triangles, but not too much harder.)
Since the logical-to-physical coordinate mapping in Cube is
dynamically computed, this has involved an interface change which
touches all puzzles: make_move() is now passed a pointer to the
game_drawstate, which it may of course completely ignore if it
wishes.
[originally from svn r5877]
background colour for covered and uncovered squares in Mines, since
otherwise you have to distinguish them by the edge highlights alone.
So here one is; it's not _very_ different (it just looked odd if it
was any darker than this), but anyone who wants a bigger difference
can reconfigure it using the MINES_COLOUR_1 environment variable.
[originally from svn r5876]
were already making sure that no shuffle move was the precise
inverse of the previous one, or contributed to repeating the
previous one so many times as to turn it into effectively fewer
moves (doing the same rotation three times in Twiddle, or shifting a
row by more than half its length in Sixteen). However, they were
only checking against the _last_ move, which meant that in any
situation where there were completely disjoint move spaces (4x4n2
Twiddle, or any Sixteen at all) it was still possible to have A then
B then inv(A) occurring in the shuffle, leading to an unnecessarily
easy game.
Now both shuffle routines keep separate track of all
_non-overlapping_ recent moves, and will avoid inverting any move
which hasn't had another move overlap it since it was made. This
should reduce the incidence of too-easy limited shuffle games,
although it can't be prevented _entirely_ (since, if nothing else,
it's always possible to increase the shuffle limit past the maximum
group radius).
[originally from svn r5875]
puzzle of a different size to be redrawn before the pixmap is
resized, and since backends never redraw already-drawn stuff this is
a problem. Was biting me when I entered a Mines game ID of a
different size than the current settings into the Specific box.
[originally from svn r5872]
between on the one hand generating indeterminate game descriptions
awaiting the initial click, and on the other hand generating
concrete ones which have had their initial click. This makes `mines
--generate' do something useful.
[originally from svn r5869]
indicates whether a particular game state should have the timer
going (for Mines the initial indeterminate state does not have this
property, and neither does a dead or won state); a midend function
that optionally (on request from the game) prepends a timer to the
front of the status bar text; some complicated midend timing code.
It's not great. It's ugly; it's probably slightly inaccurate; it's
got no provision for anyone but the game author decreeing whether a
game is timed or not. But Mines can't be taken seriously without a
timer, so it's a start.
[originally from svn r5866]
blank grid until you make the first click; to ensure solubility, it
does not generate the mine layout until that click, and then ensures
it is solvable starting from that position.
This has involved three infrastructure changes:
- random.c now offers functions to encode and decode an entire
random_state as a string
- each puzzle's new_game() is now passed a pointer to the midend
itself, which most of them ignore
- there's a function in the midend which a game can call back to
_rewrite_ its current game description.
So Mines now has two entirely separate forms of game ID. One
contains the generation-time parameters (n and unique) plus an
encoding of a random_state; the other actually encodes the grid once
it's been generated, and also contains the initial click position.
When called with the latter, new_game() does plausibly normal stuff.
When called with the former, it notes down all the details and waits
until the first square is opened, and _then_ does the grid
generation and updates the game description in the midend. So if,
_after_ your first click, you decide you want to share this
particular puzzle with someone else, you can do that fine.
Also in this checkin, the mine layout is no longer _copied_ between
all the game_states on the undo chain. Instead, it's in a separate
structure and all game_states share a pointer to it - and the
structure is reference-counted to ensure deallocation.
[originally from svn r5862]
both get passed a pointer to the game_ui. This means that if they
need to note down information for the redraw function about what
_type_ of flash or animation is required, they now have somewhere to
do so.
[originally from svn r5858]
puzzles, rather than just doing its nondeterministic number
placement thing. This enables the use of the `Solve' menu option on
externally entered game IDs, provided of course that they aren't
_too_ difficult.
[originally from svn r5852]
Jacob wasn't able to find a satisfactory fix: the whole area was a
horrid mess. Fortunately, the reason it was a horrid mess was
because the Net drawing routines predated the introduction of clip()
in the frontend interface, and it turns out that clip() makes it
possible to do all this more easily and better. So, a complete
rearchitecting of barrier corners: the corner flags in the
`barriers' array are now gone (and good riddance), and corner
information is computed on the fly so as to take into account the
moving grid edges. In the process I've also updated the corner
mechanism so that a barrier `corner' (really endpoint) is drawn at
the end of _every_ barrier, not just where two meet. This has
changed the appearance of a single isolated barrier, to what I would
have wanted it to look like in the first place but achieving it
without clip() was just too fiddly.
[originally from svn r5846]
[r5844 == 865e8ad6ca3d83ad2a585ceeb1809e9f68c18a20]
(Adding modifier+cursors handling has had minor knock-on effects on the other
puzzles, so that they can continue to ignore modifiers.)
(An unfortunate side effect of this is some artifacts in exterior barrier
drawing; notably, a disconnected corner can now appear at the corner of the
grid under some circumstances. I haven't found a satisfactory way round
this yet.)
[originally from svn r5844]
number. Many thanks to Chris Thomas, for helping with the detailed
UI design by means of testing an endless series of prototypes.
[originally from svn r5842]
unique solution. This, it turns out, is because there is literally
no such thing. Protective constraint added to validate_params(),
with a proof in a comment alongside.
If you really want a 2xn or nx2 wrapping puzzle, you can still have
one if you turn uniqueness off.
[originally from svn r5835]
The previous checkin stopped it choking on them, but it didn't
actually manage to _deduce_ that all the edges bordering them had to
be closed. Now it does better.
[originally from svn r5829]
over on a grid containing a 0 (completely blank) tile. This can't
happen in self-generated grids, but can happen if you type in a grid
from another Net implementation. Previously, the solver would notice
(technically correctly!) that a completely blank tile connects to no
other tiles and thus forms an isolated subgraph, and would therefore
complain that no orientation of that tile could possibly yield a
valid solution...
[originally from svn r5828]
- fix documentation of Net's unique solution option (should have
tested before last checkin)
- make unique solutions optional in Rectangles too (same reasons)
- tidy up various issues in parameter encoding in both games.
[originally from svn r5818]
enabled by default), since ambiguous sections in grids can present
additional interesting challenges. I think uniqueness is a better
default, though.
[originally from svn r5816]