12 Commits

Author SHA1 Message Date
c3285318e6 Reworked draw_path_hint 2015-05-26 22:04:25 +01:00
9def49ae9a Factored out a portion of game_redraw 2015-05-26 22:04:16 +01:00
f41f4c0cc8 Position the monster counts more sensibly.
Now they're centred within the spare grid cell at the top of the
playing area, rather than being too far down so that the bottoms of
the monster drawings collide with the background of the path clues at
large magnification. Also, while I'm here, I've simplified the code
that draws the monster counts, by moving duplicated parts out of the
branches of the 'if'.

(In fact, almost all of this patch is cleanup; the only substantive
change is the one that changes dy from TILESIZE/2 to TILESIZE/4.)

[originally from svn r10108]
2014-01-07 18:21:24 +00:00
251b21c418 Giant const patch of doom: add a 'const' to every parameter in every
puzzle backend function which ought to have it, and propagate those
consts through to per-puzzle subroutines as needed.

I've recently had to do that to a few specific parameters which were
being misused by particular puzzles (r9657, r9830), which suggests
that it's probably a good idea to do the whole lot pre-emptively
before the next such problem shows up.

[originally from svn r9832]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
[r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
2013-04-13 10:37:32 +00:00
0b93de904a Add 'const' to the game_params arguments in validate_desc and
new_desc. Oddities in the 'make test' output brought to my attention
that a few puzzles have been modifying their input game_params for
various reasons; they shouldn't do that, because that's the
game_params held permanently by the midend and it will affect
subsequent game generations if they modify it. So now those arguments
are const, and all the games which previously modified their
game_params now take a copy and modify that instead.

[originally from svn r9830]
2013-04-12 17:11:49 +00:00
fe6da52b26 Apply some optimisation to Undead's get_unique() function, which was
not only enumerating all possible arrangements of monsters along a
sight-line in O(3^n) time, but also allocated memory for them all and
then does a quadratic-time loop over that list to find arrangements
with a unique visibility count from both ends. Spotted by the new
'make test', which observed that 7x7dn#517035041807425 took 45 seconds
to generate.

This revised version still does the initial O(3^n) enumeration, which
can probably be got rid of as well with a bit more thought, but it now
doesn't allocate nearly so much memory and it spots uniques
efficiently. The above random seed now generates the same game ID in
less than a second, which drops this puzzle off the 'make test' hit
list of things most obviously needing speedup.

[originally from svn r9826]
2013-04-12 16:28:52 +00:00
3fc5a644a7 Undead was not ever actually draw_update()ing to the edges of its
rectangle, which showed up on the Javascript front end since the JS
canvas doesn't start out defaulting to COL_BACKGROUND. Fixed it to
draw_update to the edge of its area, and while I'm at it, narrowed the
border (since this proves we didn't really need that much space
anyway).

[originally from svn r9795]
2013-03-31 18:25:25 +00:00
0d62b4a688 Fix entering pencil marks from the keyboard; the cursor is no longer removed
(this brings Undead into line with Solo, etc).

[originally from svn r9769]
2013-03-10 12:28:13 +00:00
781ba1cfa4 Make indentation consistent. (Somehow I forgot to do this before I
originally committed the puzzle, as I usually do.)

[originally from svn r9660]
2012-09-10 18:24:34 +00:00
0880ef0583 Oops, forgot to initialise changed_ascii on all paths in r9657.
[originally from svn r9658]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
2012-09-09 21:55:14 +00:00
3b250baa02 New rule: interpret_move() is passed a pointer to the game_drawstate
basically just so that it can divide mouse coordinates by the tile
size, but is definitely not expected to _write_ to it, and it hadn't
previously occurred to me that anyone might try. Therefore,
interpret_move() now gets a pointer to a _const_ game_drawstate
instead of a writable one.

All existing puzzles cope fine with this API change (as long as the
new const qualifier is also added to a couple of subfunctions to which
interpret_move delegates work), except for the just-committed Undead,
which somehow had ds->ascii and ui->ascii the wrong way round but is
otherwise unproblematic.

[originally from svn r9657]
2012-09-09 18:40:12 +00:00
67ddba7a15 New puzzle! Contributed by Steffen Bauer, an implementation of
'Haunted Mirror Maze', a game involving placing ghosts, zombies and
vampires in a grid so that the right numbers of them are visible along
sight-lines reflected through multiple mirrors.

[originally from svn r9652]
2012-09-08 10:48:05 +00:00