150 Commits

Author SHA1 Message Date
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
09c396b8a8 min()/max() macros conflict with ones defined by Windows (or at least MinGW)
headers; but MIN()/MAX() conflict with glib. Let's keep the lower-case ones,
and assume that any provided by the system have the obvious semantics.

[originally from svn r5900]
2005-06-01 22:56:20 +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
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
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
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
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
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
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
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
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
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
c05b4697a8 Introduce a versioning mechanism, and an `About' box in all front
ends. Versioning will be done solely by Subversion revision number,
since development on these puzzles is very incremental and gradual
and there don't tend to be obvious points to place numbered
releases.

[originally from svn r5781]
2005-05-15 10:31:11 +00:00
68d27f0526 I've had two complaints that Solo ought to recognise the numeric
keypad. The reason it doesn't is because front ends were carefully
translating the numeric keypad into 8-way directional keys for the
benefit of Cube. Therefore, a policy change:
 - front ends process the numeric keypad by sending MOD_NUM_KEYPAD |
   '3' and similar
 - front ends running on a platform with Num Lock SHOULD do this
   _irrespective_ of the state of Num Lock
 - back ends do whatever they see fit with numeric keypad keys.
Result: the numeric keypad now works in Solo, and also works in OS X
Cube (which it previously didn't because I forgot to implement that
bit of the front end!).

[originally from svn r5774]
2005-05-12 18:25:57 +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
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
0c55b7e16f Initial checkin of `Solo', the number-placing puzzle popularised by
the Times under the name `Sudoku'.

[originally from svn r5660]
2005-04-23 16:35:28 +00:00
8b91de196c Include code in midend.c to sanitise streams of mouse events so that
back ends can be assured of always receiving them in a sensible
sequence (button-down, followed by zero or more drags, followed by
button-up, and never changing button in the middle of such a
sequence). I have a suspicion this issue was the cause of the
mysterious Pattern grid updates seen by Dan during testing last
night.

[originally from svn r5208]
2005-01-25 14:07:46 +00:00
b10be2b32a The #definition of COMBINED was done very badly: it was a piece of
platform-dependent code in puzzles.h (ick), which in turn depended
on the magic symbol MAC_OS_X being defined by mkfiles.pl itself
(yuck). Suddenly realised I can do much better simply by putting it
in an OS X makefile extras section in Recipe, and removing both
previous hacks. Much nicer.

[originally from svn r5191]
2005-01-24 12:09:51 +00:00
11dad948a3 Initial checkin of a Mac OS X port of puzzles, using Cocoa. All
puzzles are compiled together into a single monolithic application
which allows you to select each one from one of its menus.

[originally from svn r5173]
2005-01-22 18:34:18 +00:00
a99de1be8f Arrange that we really _can_ compile all the puzzles into a single
binary if we choose: fix bugs in cube.c and sixteen.c that manifest
when compiled that way, and introduce list.c which provides a global
list of all the available puzzles.

[originally from svn r5169]
2005-01-22 15:29:01 +00:00
cc54553226 Rather than each game backend file exporting a whole load of
functions and a couple of variables, now each one exports a single
structure containing a load of function pointers and said variables.
This should make it easy to support platforms on which it's sensible
to compile all the puzzles into a single monolithic application. The
two existing platforms are still one-binary-per-game.

[originally from svn r5126]
2005-01-17 13:48:57 +00:00
46fa25240e Add a jumble' key (J') to Net, which scrambles the positions of all unlocked
tiles randomly. (Rachel asked for this; it's been being tested for a good few
months now, and Simon didn't care either way, so in it goes :)

As part of this, the front end can now be asked to provide a random random
seed (IYSWIM).

[originally from svn r5019]
2004-12-22 19:27:26 +00:00
daac529a9e After discussion with Simon, the game redraw functions are now passed a new
argument `dir' which tells them whether this redraw is due to an undo, rather
than have them second-guess it from game state.
Note that none of the actual games yet take advantage of this; so it hasn't
been tested in anger (although it has been inspected by debugging).

[originally from svn r4469]
2004-08-16 16:29:54 +00:00
137c1d7bbd Added a help file, mostly thanks to Jacob.
[originally from svn r4460]
2004-08-16 12:23:56 +00:00
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
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
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
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
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
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
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
56a59e2e51 Introduce diagonal movement keys on the numeric keypad, and use them
as an alternative control method in Cube. (This was a bit of hassle
in the Windows front end; I also introduced a debugging framework
and made TranslateMessage conditional.)

[originally from svn r4162]
2004-04-28 17:21:57 +00:00
3d8e7585b7 Add a menu bar, in both Windows and GTK. In particular, game modules
are now expected to provide a list of `presets' (game_params plus a
name) which are selectable from the menu. This means I can play
both Octahedron and Cube without recompiling in between :-)
While I'm here, also enabled a Cygwin makefile, which Just Worked.

[originally from svn r4158]
2004-04-28 12:07:15 +00:00
c866e24f9a Most of a Windows front end. Something's not _quite_ right in the
GDI - there are blobs in the middle of powered lines in Net. But
it's 99% there now.

[originally from svn r4156]
2004-04-27 20:51:08 +00:00
d99e217cfb Implemented Cube, in a sufficiently general way that it also handles
the tetrahedron, octahedron and icosahedron.

[originally from svn r4151]
2004-04-27 17:44:30 +00:00
9867234e70 Further general development. Net is now playable, though
configuration is absent as yet.

[originally from svn r4145]
2004-04-26 17:10:44 +00:00
a87bb05760 General further development. Sketched out the mid-end, added more
GTK code, rudiments of event passing.

[originally from svn r4141]
2004-04-25 20:15:22 +00:00
96dbb537ee Initial checkin of a portable framework for writing small GUI puzzle
games.

[originally from svn r4138]
2004-04-25 14:27:58 +00:00