298 Commits

Author SHA1 Message Date
50edaa578b Miscellaneous fixes from James Harvey's PalmOS porting work:
- fixed numerous memory leaks (not Palm-specific)
 - corrected a couple of 32-bit-int assumptions (vital for Palm but
   generally a good thing anyway)
 - lifted a few function pointer types into explicit typedefs
   (neutral for me but convenient for the source-munging Perl
   scripts he uses to deal with Palm code segment rules)
 - lifted a few function-level static arrays into global static
   arrays (neutral for me but apparently works round a Palm tools
   bug)
 - a couple more presets in Rectangles (so that Palm, or any other
   slow platform which can't handle the larger sizes easily, can
   still have some variety available)
 - in Solo, arranged a means of sharing scratch space between calls
   to nsolve to prevent a lot of redundant malloc/frees (gives a 10%
   speed increase even on existing platforms)

[originally from svn r5897]
2005-06-01 17:47:56 +00:00
ad3abd9867 Arrange that random seeds are as harmonised as they can reasonably
be between interactive and batch use.

[originally from svn r5896]
2005-06-01 12:46:27 +00:00
b8197684f3 I've proved that a grid dimension of 2 is capable of irretrievably
hanging the grid generator and that there's no way to fix it.
Therefore, lower limit of 3 squares in each direction, which will
upset envelope-pushers everywhere but doesn't destroy any actually
interesting puzzles.

[originally from svn r5895]
2005-06-01 12:42:30 +00:00
42a2d7d61c Gareth points out that the recess highlights around the outside of
the grid, in all games that have them, are drawn incorrectly when
the grid is not square. Fixed.

[originally from svn r5893]
2005-06-01 07:22:21 +00:00
5b5fc1417b Patches from Richard B for Solo:
- 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]
2005-06-01 07:01:32 +00:00
695b6be363 Chris Emerson observed the same status-bar flicker under GTK as I
did under Windows, so here's his patch (blatantly copied from my own
fix in windows.c :-).

[originally from svn r5891]
2005-06-01 06:54:14 +00:00
7905d6dc07 Typo in click bounds checking.
[originally from svn r5890]
2005-06-01 06:47:55 +00:00
a50a65120c Better mouse button handling in Mines:
- 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]
2005-05-31 18:38:01 +00:00
437b69542f Bah, and remove the TODO item. As usual.
[originally from svn r5887]
2005-05-31 18:25:06 +00:00
4a9db8a002 Now _this_ is what Undo ought to be doing in a Minesweeper clone.
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]
2005-05-31 18:24:39 +00:00
739609cec2 Aha! It turns out, after a bit of failure-mode profiling, that when
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]
2005-05-31 18:09:28 +00:00
c11f9ff173 valgrind spotted this array underrun. I wonder if this might have
been causing some of Verity's nonreproducible weirdnesses.

[originally from svn r5884]
2005-05-31 17:46:22 +00:00
274423eaf8 Oops! A trivial typo in obfuscate_bitmap() made the obfuscation
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]
2005-05-31 17:09:39 +00:00
0b5ee8f3e7 `Solve' operation is relatively simple in Mines.
[originally from svn r5882]
2005-05-31 13:02:26 +00:00
1d9ed93af6 Apparently a number of Windows programs like to use ^Y as a keyboard
shortcut for Redo. I wasn't doing anything else with it, so why not?

[originally from svn r5880]
2005-05-31 12:41:18 +00:00
b78667ecff Document the mouse control method for Cube.
[originally from svn r5879]
2005-05-31 12:12:47 +00:00
a029c2095d Move definition of PI into puzzles.h. If nothing else, the definition in cube.c
had a typo :)

[originally from svn r5878]
2005-05-31 12:03:25 +00:00
caee305b47 Mouse-based interface for Cube: you left-click anywhere on the grid
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]
2005-05-31 11:43:51 +00:00
4a3c26ff14 Emma Garside suggested that it would be nice to have a different
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]
2005-05-31 11:20:24 +00:00
0c7f777ecb Improved the limited shuffle mechanism in Sixteen and Twiddle. They
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]
2005-05-31 11:19:11 +00:00
412344ff9a Fix a couple of robustness issues.
[originally from svn r5873]
2005-05-31 08:56:33 +00:00
2698fc9e9e GTK misfires timers at inconvenient moments, sometimes causing a new
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]
2005-05-31 08:50:42 +00:00
ee429c13cd Chris's patch to stop Mines depending on char being signed.
[originally from svn r5871]
2005-05-30 22:33:34 +00:00
e4328b9081 Added an `interactive' flag to new_game_desc(), which toggles Mines
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]
2005-05-30 18:41:40 +00:00
3c6b77c93b `Copy' operation for Mines.
[originally from svn r5868]
2005-05-30 18:24:06 +00:00
0e5380b96d Constrain mine count to be at most the largest number of mines we
can guarantee to fit into the grid!

[originally from svn r5867]
2005-05-30 17:57:45 +00:00
90560462c4 First cut at a game timer. Yet another backend function which
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]
2005-05-30 16:15:34 +00:00
7ddaa1382f D'oh, there's always one. Remove first-click stuff from the todo list.
[originally from svn r5863]
2005-05-30 13:11:05 +00:00
0564c4c4d0 Mines now follows the conventional approach of offering a completely
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]
2005-05-30 13:10:37 +00:00
7ff09fbba1 Neat idea from Gareth: if you put a % on the end of the mine count
in the Custom dialog box, it'll treat it as a mine density.

[originally from svn r5861]
2005-05-30 12:24:31 +00:00
6e7421a3ba Nit: "warning: extra tokens at end of #endif directive"
[originally from svn r5860]
2005-05-30 11:49:08 +00:00
6b9e690c89 Initial checkin of my Minesweeper clone, which uses a solver during
grid generation to arrange a mine layout that never requires guessing.

[originally from svn r5859]
2005-05-30 10:08:27 +00:00
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
8fa365a7b4 Add a limited-shuffle mode like that added to Sixteen and Twiddle in r5769,
for completeness.

[originally from svn r5854]
[r5769 == 8f1c713735316422cfe041400ccc49999d563d8b]
2005-05-28 23:45:43 +00:00
c8362f0a94 Add the ability to use the Rectangles solver for actually solving
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]
2005-05-28 08:04:29 +00:00
c82820e55b Add support for Jacob's new cursor-key modifier flags in the OS X frontend.
[originally from svn r5847]
2005-05-26 17:12:04 +00:00
a0f376efbd Sorted out the barriers/corners trouble left by r5844. No wonder
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]
2005-05-26 17:03:51 +00:00
3dc0fce9b8 Since the split into random and descriptive IDs, the section on game seeds has
been mostly covered by the main documentation or otherwise moot.

[originally from svn r5845]
2005-05-26 16:57:19 +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
a1be37343c Support for `pencil marks' in Solo, by right-clicking and typing a
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]
2005-05-25 11:09:43 +00:00
5409c27b4f Mention NetWalk and update comment
[originally from svn r5841]
2005-05-24 20:28:38 +00:00
49fdcd1ed4 Avoid leading zeroes on internally generated random seeds, _just_ in
case they confuse anyone who expects the same seed without the
leading zero to be equivalent.

[originally from svn r5838]
2005-05-23 12:02:37 +00:00
80aa8bafb1 I'm sick of `--generate' giving the same answers if you run it twice
in one second. Switched the Unix get_random_seed() to using
gettimeofday() rather than time().

[originally from svn r5837]
2005-05-23 11:15:39 +00:00
916ad91298 The GTK `--generate' option didn't validate the game parameters. It
does now.

[originally from svn r5836]
2005-05-23 11:13:39 +00:00
9c54e18f0b Net hangs if you ask it for a 2xn or nx2 wrapping puzzle with a
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]
2005-05-23 11:03:52 +00:00
3266a0e7ba Aesthetic improvements, mostly suggested by Gareth.
[originally from svn r5833]
2005-05-22 13:35:13 +00:00
466e9d21a7 Forgot to add print.py to the source archive. Ahem.
[originally from svn r5830]
2005-05-22 12:45:39 +00:00
ba3247bb92 Another tweak to the solver to make it handle blank tiles correctly.
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]
2005-05-22 12:14:39 +00:00
0066cdd62a Special case in dead-end checking which prevents the solver falling
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]
2005-05-22 11:45:20 +00:00
fc3f16b364 The Net solver now makes use of barrier information when applied to
a typed-in grid.

[originally from svn r5827]
2005-05-22 11:15:03 +00:00