348 Commits

Author SHA1 Message Date
3d58feb561 Erase backgrounds when drawing over an existing circle, for the
benefit of antialiasing platforms such as OS X. Also in this
checkin, fiddle with svn:ignore (there's a new puzzle binary).

[originally from svn r5996]
2005-06-23 17:43:43 +00:00
ebca9edc7b Allow dragging of coloured pegs from previous guesses. Also
reorganise the colours so there are fewer of those terribly
computery cyan and magenta shades, and more good old-fashioned
colours with simple names like orange and purple. Finally, change
the `right place' marking peg colour from red to black, in line with
at least _my_ old Mastermind set (I faintly suspect red marker pegs
of being an Americanism) and also so that the marker pegs and the
coloured pegs have no colours in common.

[originally from svn r5995]
2005-06-23 16:36:09 +00:00
1aed44db0b Must outline as well as filling circles, because not all platforms
can be guaranteed to draw bare filled shapes the same way.

[originally from svn r5994]
2005-06-23 12:55:47 +00:00
d781db11dd Two small fixes: add some ceil() calls to stop the puzzle shrinking
every time I press N, and revert the help topic to NULL until some
documentation materialises.

[originally from svn r5993]
2005-06-23 12:21:14 +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
b909204392 Introduce a front-end function to draw circles.
[originally from svn r5991]
2005-06-23 08:24:52 +00:00
973ced1c7c This TODO comment should have been taken out in r5913 :-)
[originally from svn r5988]
[r5913 == 02035753f817173a6861d1fc4bec437508cec42d]
2005-06-22 09:26:03 +00:00
b176767dfa New front end functions to save and restore a region of the puzzle
bitmap. Can be used to implement sprite-like animations: for
example, useful for games that wish to implement a user interface
which involves dragging an object around the playing area.

[originally from svn r5987]
2005-06-22 08:30:31 +00:00
64fbdf60ee Add WinHelp topic
[originally from svn r5984]
2005-06-21 11:16:36 +00:00
6dcbacc258 Patch from James Harvey in response to the new Rectangles grid
generator: (a) take out the `#ifdef SLOW_SYSTEM' because the new
generator is much more efficient, and (b) convert another int to
size_t to prevent the solver going negative in 16-bit ints as a
result.

[originally from svn r5983]
2005-06-21 08:15:53 +00:00
c98230dedf Conversation with Richard and Chris yesterday gave rise to a more
sensible means of generating an initial gridful of rectangles. This
was previously a stupidly non-scalable bit of the Rectangles puzzle
generator: it filled a ludicrously large array with every possible
rectangle that could go anywhere in the grid, picked one at random
and winnowed the list by removing anything that overlapped that one,
then repeated until the list was empty (and therefore the grid was
full except for remaining singleton squares). Total cost was O(N^4)
in both time and space; not pretty.

Richard and Chris's sensible alternative was to place each rectangle
by randomly choosing a so-far-uncovered _square_, and then picking a
random rectangle from the possible ones covering that square. This
means we only have to deal with a small fragment of the rectangle
list at any one time, and we don't have to store the whole lot in
memory; so it's _much_ faster and more scalable, and has virtually
no memory cost.

A side effect of this algorithmic change is that the probability
distribution has altered. When you line up all the possible
_rectangles_ and pick one at random, then obviously the small ones
are going to be in the majority since lots of small ones can fit
into the space taken up by any given big one. So the original
algorithm tends to favour fiddly grids full of lots of tiny
rectangles, which don't tend to be very interesting. But if you
first pick a square and then think about the rectangles that can
surround that square, the small ones are suddenly going to be in the
_minority_ because there are only two ways you can place (say) a 2x1
containing a given square compared to 36 ways you can place a 6x6.
So this algorithm favours more large rectangles, which I generally
consider to be an improvement.

[originally from svn r5982]
2005-06-20 17:32:45 +00:00
0417e6335e James Harvey's memory leak patch for Flip.
[originally from svn r5980]
2005-06-19 21:49:53 +00:00
db88c9b9a4 Redraw glitch: tiles marked black (at game-over time) were not
redrawn as non-black on undo. Introduce a new flag TILE_IMPOSSIBLE,
so that information about those black markers is cached in the
drawstate and we know when we have to erase them.

In the process I've removed the game_state argument completely from
the subfunction tile_redraw(), which gives me some confidence that
it isn't getting any _more_ privileged information out of it.

[originally from svn r5979]
2005-06-19 14:33:06 +00:00
574250995e Just noticed yesterday that initial window sizing is broken on
Windows for puzzles with status bars, because the initial call to
check_window_size is given the window size _without_ the status bar
and assumes that that has to be big enough for the whole thing
_with_ the status bar, so it shrinks everything by a little bit. So
now we resize the window to take account of the status bar before
calling check_window_size(), and the problem seems to have gone away.

[originally from svn r5975]
2005-06-18 08:52:50 +00:00
b0df75952b I've decided I didn't like the asymmetry of putting the solution
markers in the top left of the square.

[originally from svn r5974]
2005-06-18 08:46:33 +00:00
d74d3f26d8 I'm sick of not having a `make install' target.
[originally from svn r5973]
2005-06-18 08:36:52 +00:00
f22f31196b Correct rogue chapter into a subheading.
[originally from svn r5972]
2005-06-17 19:06:25 +00:00
5550660f13 Solver for Flip.
[originally from svn r5970]
2005-06-17 18:55:36 +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
32111ef901 Animation.
[originally from svn r5968]
2005-06-17 17:32:28 +00:00
347de40a2e Another new puzzle! This one isn't particularly deep or complex
(solving it only requires matrix inversion over GF(2), whereas
several of the other puzzles in this collection are NP-complete in
principle), but it's a fun enough thing to play with and is
non-trivial to do in your head - especially on the hardest preset.

[originally from svn r5967]
2005-06-17 17:16:49 +00:00
552b18a592 An email conversation with Chuck Fresno turned up several forms of
symmetry which were not implemented in Solo. Now they are.

In the process I've completely retired symmetry_limit() on the
grounds that some of the new symmetries do not have a rectangular
base region; instead I determine the base region by going through
the grid and finding every square which is not transformed into a
lexicographically lower square by any symmetry operation. This means
that adding new symmetries is now _only_ a matter of encoding the
actual transformation rules.

[originally from svn r5965]
2005-06-17 11:51:52 +00:00
f2e74bd091 Clean up the behaviour of drags off the edge of the grid. These have
always been a convenient way to cancel a drag you decided was an
error, but now it's more obvious that this is the case.

[originally from svn r5941]
2005-06-10 13:05:24 +00:00
ee059bc60c Disable shuffle overlap checking in the special case w=h=n.
[originally from svn r5940]
2005-06-10 11:34:02 +00:00
363dadee0c Overzealous last-move tracking during shuffle was causing lockups on
2x2 grid generation.

[originally from svn r5939]
2005-06-10 11:29:59 +00:00
98c90052c9 Patch from James Harvey to rearrange the Same Game colours.
[originally from svn r5938]
2005-06-10 11:27:26 +00:00
011d42df0d Patch from Chris Emerson to add a status bar to Rectangles. Apart
from saying `Auto-solved' or `Completed', the main function of the
status bar is to track the current size of a rectangle you're
dragging out, which makes life much easier when trying to count up
large rectangles in 19x19 mode.

[originally from svn r5937]
2005-06-10 11:24:44 +00:00
a9d0f9ef35 GDK 2.6, in its doubtless infinite wisdom, has decided that
gdk_font_from_description() will no longer even _try_ to return a
font matching the specified Pango font description; instead it will
return `fixed' no matter what you do. Therefore, I've had to switch
to using Pango proper for Puzzles text rendering, rather than just
using Pango for font selection.

[originally from svn r5936]
2005-06-09 18:29:11 +00:00
0747ab856b Remove debug output.
[originally from svn r5926]
2005-06-08 09:20:35 +00:00
c7c3058b8b Add Windows help topic
[originally from svn r5923]
2005-06-07 21:05:29 +00:00
6e0c4003cc Tweaks and more complete documentation for Same Game.
[originally from svn r5922]
2005-06-07 21:03:14 +00:00
b1e706bf7e Integer overflow in game_size(). Oops.
[originally from svn r5921]
2005-06-07 20:44:14 +00:00
8add7421df Chris Emerson points out that gtk_window_resize() isn't in GTK 1.2.
Work around it the same way I did in PuTTY.

[originally from svn r5920]
2005-06-07 20:25:25 +00:00
c27235cc51 James Harvey's patch to support keyboard control in Same Game.
[originally from svn r5919]
2005-06-07 20:22:25 +00:00
f3ee3c8c51 Forgot to add Same Game to the big list for OS X.
[originally from svn r5918]
2005-06-07 20:22:08 +00:00
fba6fc61eb James Harvey (again) points out an array underrun in the new
clash-checking code in Solo. (valgrind confirms it.)

[originally from svn r5916]
2005-06-07 19:07:58 +00:00
0eb40587eb Another James Harvey patch. This one introduces a new button code
called `CURSOR_SELECT', intended for platforms which have a fire
button to go with their cursor keys. (Apparently some Palms do.)
CURSOR_SELECT is not bound to anything on any of the current three
platforms, and therefore no game may rely on it being available.
This checkin adds it in Net as a synonym for 'a', the keyboard-based
rotate-left command.

[originally from svn r5915]
2005-06-07 19:04:52 +00:00
0bcdb7aa03 James Harvey has contributed an implementation of `Same Game', also
known as ksame (KDE) and Same GNOME (GNOME).

[originally from svn r5914]
2005-06-07 19:01:36 +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
852bddabbb Revamp pencil mark placement and sizing. Pencil marks are now sized
and positioned according to how many there are in the cell, rather
than how many distinct digits there are in the entire puzzle. This
means that 4x4 Solo can now be played with pencil marks without
_too_ much difficulty; the marks will still get a bit crowded if you
have more than 12 in the same square, but with luck that shouldn't
happen often, and as long as you're down in the 2-9 range things
should be entirely legible.

[originally from svn r5909]
2005-06-04 12:32:40 +00:00
454e566df6 James Harvey requested that puzzles not use DEBUG as a preprocessor
symbol for enabling diagnostics, presumably because in his Palm port
it means something else as well. He sent this patch to switch Net
and Netslide over to using GENERATION_DIAGNOSTICS, in the fashion of
the newer games.

[originally from svn r5908]
2005-06-04 09:59:03 +00:00
402408125e Colin Watson suggests that Alt-click (or Option-click) could
usefully be equivalent to right-clicking on platforms other than OS
X; in particular, it's useful if you're running Linux on Apple
hardware such as PowerBook which inherently has only one button. So
here's the fix for GTK, and Windows as well (the latter for
completeness and consistency, not because I can actually think of
any reason somebody might be running Windows on one-button
hardware).

[originally from svn r5907]
2005-06-03 12:27:29 +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
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
55a3d377b1 Fix Richard's patch so that it's actually C :-/
[originally from svn r5899]
2005-06-01 18:57:28 +00:00
f46086ab6d Another highlighting patch from Richard Boulton: immediately flag
any actual clashes (duplicate numbers in a row, column or block) in
red. This is a non-privileged deduction: it doesn't compare against
a known solution or consult a solver. It simply indicates reasons
why (no superset of) the current grid would cause the completion
flash to go off.

[originally from svn r5898]
2005-06-01 18:33:25 +00:00