22 Commits

Author SHA1 Message Date
0f423f0b3a Infrastructure change: game_anim_length and game_flash_length now
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]
2005-05-30 07:55:27 +00:00
865e8ad6ca Add origin-shifting (Shift+cursors) and source-shifting (Ctrl+cursors) to Net.
(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]
2005-05-26 13:40:38 +00:00
4b02ebae71 Keyboard shortcuts for Twiddle: abcdABCD in line with the notation
Gareth and I have been using to analyse the game, and also the
number pad. They don't work sensibly for all sizes, but they'll be
handy for the most common ones.

[originally from svn r5793]
2005-05-17 11:53:42 +00:00
2534ec5d69 The game IDs for Net (and Netslide) have always been random seeds
rather than literal grid descriptions, which has always faintly
annoyed me because it makes it impossible to type in a grid from
another source. However, Gareth pointed out that short random-seed
game descriptions are useful, because you can read one out to
someone else without having to master the technology of cross-
machine cut and paste, or you can have two people enter the same
random seed simultaneously in order to race against each other to
complete the same puzzle. So both types of game ID seem to have
their uses.

Therefore, here's a reorganisation of the whole game ID concept.
There are now two types of game ID: one has a parameter string then
a hash then a piece of arbitrary random seed text, and the other has
a parameter string then a colon then a literal game description. For
most games, the latter is identical to the game IDs that were
previously valid; for Net and Netslide, old game IDs must be
translated into new ones by turning the colon into a hash, and
there's a new descriptive game ID format.

Random seed IDs are not guaranteed to be portable between software
versions (this is a major reason why I added version reporting
yesterday). Descriptive game IDs have a longer lifespan.

As an added bonus, I've removed the sections of documentation
dealing with game parameter encodings not shown in the game ID
(Rectangles expansion factor, Solo symmetry and difficulty settings
etc), because _all_ parameters must be specified in a random seed ID
and therefore users can easily find out the appropriate parameter
string for any settings they have configured.

[originally from svn r5788]
2005-05-16 18:57:09 +00:00
8f1c713735 The two Rubik-like puzzles, Sixteen and Twiddle, now support an
additional configuration parameter, which is the number of shuffle
moves. By default the grid will be fully shuffled so that you need a
general solution algorithm to untangle it, but if you prefer you can
request a grid which has had (say) precisely four moves made on it,
and then attempt to exactly reverse those four moves.

Currently this feature is only available from the Custom box, and
not in any presets.

[originally from svn r5769]
2005-05-11 20:38:10 +00:00
18a8df1b9d Bah. Try the r5766 fix again, this time without the typo.
[originally from svn r5767]
[r5766 == 701cd045b36f9be1b0b8cfb74d9c191cb5813e98]
2005-05-11 18:49:42 +00:00
701cd045b3 Completion flashes were occasionally failing to be cleaned up if a
subsequent move animation began during them. Tracked this to
overenthusiastic use of clip() and fixed it.

[originally from svn r5766]
2005-05-11 13:03:17 +00:00
751d7a2524 solve_game() is passed the _initial_ game state, not the most recent
one; so we can't just set `ret->completed = ret->movecount' and hope
it's been set to something other than zero. Instead, we set both
move counts to 1, which is entirely arbitrary but works.

This fixes a subtle bug with the Solve feature: if you pressed
Solve, then disturbed the grid, then brought it back to the solved
state by making more forward moves (rather than using Undo), then
the first time you did this the `Moves since auto-solve' status line
would reset to zero.

[originally from svn r5759]
2005-05-07 16:07:26 +00:00
b35bedd60c Fix outdated comment
[originally from svn r5744]
2005-05-04 13:17:45 +00:00
2621183246 Allow for trailing '\0' in game_text_format() in various games.
[originally from svn r5743]
2005-05-04 12:56:04 +00:00
38c1f9b702 The Twiddle shuffling algorithm was theoretically parity-unbalanced:
it performed a fixed number of shuffling moves, and on each one it
had a 2/3 chance of flipping the permutation parity and a 1/3 chance
of keeping it the same. Markov analysis shows that over a run of
1500-odd shuffle moves this will end up being an undetectably small
actual bias in the parity of the generated grid, but it offends my
sense of pedantry nonetheless so here's a small change to make the
number of shuffling moves itself have randomly chosen parity. The
parity of generated grids should now be _exactly_ 50:50.

[originally from svn r5742]
2005-05-04 12:52:51 +00:00
c2273f2718 Ahem. The `Solve' option in orientable Twiddle needs to correct the
orientations as well as the order!

[originally from svn r5733]
2005-05-02 13:22:25 +00:00
4f7b65de2e Added an automatic `Solve' feature to most games. This is useful for
various things:
 - if you haven't fully understood what a game is about, it gives
   you an immediate example of a puzzle plus its solution so you can
   understand it
 - in some games it's useful to compare your solution with the real
   one and see where you made a mistake
 - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy
   to be able to get your hands on a pristine grid quickly so you
   can practise or experiment with manoeuvres on it
 - it provides a good way of debugging the games if you think you've
   encountered an unsolvable grid!

[originally from svn r5731]
2005-05-02 13:17:10 +00:00
9e240e45df Introduce the concept of a `game_aux_info' structure. This is
constructed at the same time as an internally generated game seed,
so that it can preserve any interesting information known by the
program at generation time but not physically contained within the
text of the game seed itself. (Such as, for example, the solution.)
Currently not used for anything yet, but it will be.

[originally from svn r5729]
2005-05-02 10:12:26 +00:00
cb413f837b Copy-to-clipboard facility for Fifteen, Sixteen and Twiddle.
[originally from svn r5725]
2005-05-01 13:22:44 +00:00
791940b043 Introduced a new function in every game which formats a game_state
as text. This is used by front ends to implement copy-to-clipboard.
Currently the function does nothing (and is disabled) in every game
except Solo, but it's a start.

[originally from svn r5724]
2005-05-01 12:53:41 +00:00
e72931bfe2 I can never remember what that `TRUE' means in the game structure
definitions, so let's move it so that it's just next to the
functions it relates to. This also opens the way for me to add more
booleans next to other functions without getting confused as to
which is which.

[originally from svn r5723]
2005-05-01 11:07:13 +00:00
90db70378e Fix game IDs, which I broke in the orientability change. Also
introduce a sensible game ID notation for orientable games, and
finally (*blush*) turn the orientability triangles back the right
way up.

[originally from svn r5718]
2005-04-30 14:50:33 +00:00
9b870146f7 After brainstorming with Gareth, we've decided that this is a much
simpler and better way to indicate tile orientation than those
colour bars.

[originally from svn r5717]
2005-04-30 14:38:20 +00:00
d40b3172fe Bah, and of course there's a TODO comment I forgot to remove.
[originally from svn r5714]
2005-04-30 14:14:37 +00:00
d35f64096d Twiddle now has an additional mode in which tile orientation
matters. This mode is hard enough to scare the wossnames out of me,
but that's no reason not to put it in anyway!

[originally from svn r5713]
2005-04-30 14:14:14 +00:00
3be19aed94 New puzzle: `twiddle', generalised from a random door-unlocking
gadget in Metroid Prime 2.

[originally from svn r5708]
2005-04-30 12:54:22 +00:00