89 Commits

Author SHA1 Message Date
074f11edc4 Validation of random-state-type game descriptions was broken. This
meant that a Mines game saved before the first click had taken place
could not be successfully reloaded.

[originally from svn r6036]
2005-06-29 12:19:08 +00:00
ea172a0460 New {en,de}code_ui functions should be static. Oops.
[originally from svn r6031]
2005-06-28 17:43:50 +00:00
89fdc09c29 More serialisation changes: the game_aux_info structure has now been
retired, and replaced with a simple string. Most of the games which
use it simply encode the string in the same way that the Solve move
will also be encoded, i.e. solve_game() simply returns
dupstr(aux_info). Again, this is a better approach than writing
separate game_aux_info serialise/deserialise functions because doing
it this way is self-testing (the strings are created and parsed
during the course of any Solve operation at all).

[originally from svn r6029]
2005-06-28 11:14:09 +00:00
cdb8433c0a Another function pair required for serialisation; these ones save
and restore anything vitally important in the game_ui. Most of the
game_ui is expected to be stuff about cursor positions and currently
active mouse drags, so it absolutely _doesn't_ want to be preserved
over a serialisation; but one or two things would be disorienting or
outright wrong to reset, such as the Net origin position and the
Mines death counter.

[originally from svn r6026]
2005-06-28 07:33:49 +00:00
08410651e0 Annoying special cases for Mines.
Firstly, the `Restart' function now reconstructs an initial game
state from the game description rather than dup_game(states[0]).
This means that Restart in a game of Mines restarts to just _after_
the initial click, so you can resume the puzzle-solving part without
having to remember where you placed that click.

Secondly, the midend now contains a second `private' game desc,
which is guaranteed to actually reconstruct the initial game_state
correctly (which Mines's publicly visible game descs tend not to,
since they describe a state which has already had the first click).
This should make serialising of Mines more sensible.

[originally from svn r6025]
2005-06-28 06:59:27 +00:00
76d50e6905 Re-architecting of the game backend interface. make_move() has been
split into two functions. The first, interpret_move(), takes all the
arguments that make_move() used to get and may have the usual side
effects of modifying the game_ui, but instead of returning a
modified game_state it instead returns a string description of the
move to be made. This string description is then passed to a second
function, execute_move(), together with an input game_state, which
is responsible for actually producing the new state. (solve_game()
also returns a string to be passed to execute_move().)

The point of this is to work towards being able to serialise the
whole of a game midend into a byte stream such as a disk file, which
will eventually support save and load functions in the desktop
puzzles, as well as restoring half-finished games after a quit and
restart in James Harvey's Palm port. Making each game supply a
convert-to-string function for its game_state format would have been
an unreliable way to do this, since those functions would not have
been used in normal play, so they'd only have been tested when you
actually tried to save and load - a recipe for latent bugs if ever I
heard one. This way, you won't even be able to _make_ a move if
execute_move() doesn't work properly, which means that if you can
play a game at all I can have pretty high confidence that
serialising it will work first time.

This is only the groundwork; there will be more checkins to come on
this theme. But the major upheaval should now be done, and as far as
I can tell everything's still working normally.

[originally from svn r6024]
2005-06-27 19:34:54 +00:00
f862a227be `Guess', a Mastermind clone from James Harvey. This checkin also
introduces a few new utility functions in misc.c, one of which is
the bitmap obfuscator from Mines (which has therefore been moved out
of mines.c).

[originally from svn r5992]
2005-06-23 09:14:19 +00:00
f01f82105e Infrastructure change which I've been thinking about for a while:
the back end function solve_game() now takes the _current_
game_state in addition to the initial one.

[originally from svn r5969]
2005-06-17 18:54:58 +00:00
02035753f8 All the games in this collection have always defined their graphics
in terms of a constant TILE_SIZE (or equivalent). Here's a
surprisingly small patch which switches this constant into a
run-time variable.

The only observable behaviour change should be on Windows, which
physically does not permit the creation of windows larger than the
screen; if you try to create a puzzle (Net makes this plausible)
large enough to encounter this restriction, the Windows front end
should automatically re-adjust the puzzle's tile size so that it
does fit within the available space.

On GTK, I haven't done this, on the grounds that X _does_ permit
windows larger than the screen, and many X window managers already
provide the means to navigate around such a window. Gareth said he'd
rather navigate around a huge Net window than have it shrunk to fit
on one screen. I'm uncertain that this makes sense for all puzzles -
Pattern in particular strikes me as something that might be better
off shrunk to fit - so I may have to change policy later or make it
configurable.

On OS X, I also haven't done automatic shrinkage to fit on one
screen, largely because I didn't have the courage to address the
question of multiple monitors and what that means for the entire
concept :-)

[originally from svn r5913]
2005-06-07 17:57:50 +00:00
69f7e7f8f5 Introduce a new game backend function (there seem to have been a lot
of these recently) whose job is to update a game_ui to be consistent
with a new game_state. This is called by midend.c in every situation
where the current game_state changes _other_ than as a result of
make_move (Undo, Redo, Restart, Solve).

The introduction of this function allows a game_ui to contain
information about selections or highlights within a game_state which
simply wouldn't make sense when transferred to another game_state.
In particular, I've used it to fix a subtle bug in Solo whereby,
although you couldn't right-click to pencil-mode highlight a filled
square, you could _get_ a pencil-mode highlight in a filled square
if you used Undo and Redo. (Undo to before the square was filled,
right-click to highlight it, then Redo. Alternatively, left-click
and clear the square, right-click to highlight it, then Undo.)

[originally from svn r5912]
2005-06-06 11:21:36 +00:00
57b3982c83 Small UI bug: LEFT_RELEASEs were being thrown away completely if
their coordinates were outside the playing area. Clearly no actual
move should be made in that situation, but we do at least need to
sort out any highlighted squares from the prior dragging operations.

[originally from svn r5911]
2005-06-04 17:51:49 +00:00
41ebdb29c6 Unique solubility in Mines means that you can massively increase the
mine density without (as you would with a conventional random grid
generator) rendering the game completely unplayable. High mine
densities are really good fun, and the point of the presets menu is
to provide people with pre-tested good settings and things they
might not have thought to try for themselves; so here are three
additional presets with high densities.

[originally from svn r5906]
2005-06-03 12:10:32 +00:00
c6b5afe9c1 Standalone compilation mode which turns mines.c into a little
utility to convert descriptive game IDs containing mine bitmaps
between obfuscated and cleartext. Might be handy for anyone planning
to design custom levels to send to friends (mines spelling out
`Happy Birthday', that sort of thing), as someone suggested to me
today :-)

[originally from svn r5903]
2005-06-02 16:34:37 +00:00
ad2ec32e1c Fix various departures from C found by `gcc -ansi -pedantic'. I
haven't checked in Makefile changes to enable this, but I'll at
least fix the specific problems it found when enabled as a one-off.

[originally from svn r5902]
2005-06-02 08:14:14 +00:00
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
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
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
412344ff9a Fix a couple of robustness issues.
[originally from svn r5873]
2005-05-31 08:56:33 +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