function, since it took no parameters by which to vary its decision,
and in any case it's hard to imagine a game which only
_conditionally_ wants a status bar. Changed it into a boolean data
field in the backend structure.
[originally from svn r6417]
was actually using it, and also it wasn't being called again for
different game states or different game parameters, so it would have
been a mistake to depend on anything in that game state. Games are
now expected to commit in advance to a single fixed list of all the
colours they will ever need, which was the case in practice already
and simplifies any later port to a colour-poor platform. Also this
change has removed a lot of unnecessary faff from midend_colours().
[originally from svn r6416]
in the game description, the solver will fail to notice it and
overrun an array leading to assertion failure, silent wrong answers
or (in extreme cases) segfaults. Hence, validate_desc() now spots
them and kicks them out.
[originally from svn r6383]
game_print(), wherever feasible. This fixes a specific bug in Loopy
(James H's new field ds->linewidth wasn't being set up, leading to
corrupted print output), but I've made the change in all affected
files because it also seems like a generally good idea to encourage
it for future games, to prevent other problems of this type.
There is one slight snag, which is that Map _can't_ do this because
its game_set_size() also initialises a blitter. I could fix this by
abstracting the common parts of Map's game_set_size() out into a
subfunction called by game_set_size() and also called directly by
game_print(); alternatively, I could introduce a means of
determining whether a `drawing *' was for screen or printing use.
Not sure which yet.
[originally from svn r6340]
r6160, I completely failed to ensure that generated grids were _at
most_ the required difficulty. It appears to have been only random
chance that prevented a request for a Trivial puzzle from producing
Extreme. Here's a one-line fix.
[originally from svn r6298]
[r6160 == e55838bc9b0d173ca539d0cfe714495b5c12b9dd]
a non-recursive level above Easy, which therefore moves the
recursive Hard mode further up still. Play-testing suggests that in
fact Tricky is often _harder_ than the old Hard mode, since the
latter had limited depth of recursion and would therefore spot
complex deductions only if it happened to start a recursion on the
right square; Tricky may be limited in the sophistication of its
complex deductions, but it never misses one, so its puzzles tend to
be hard all over.
Also in this checkin, a new source file `nullfe.c', containing all
the annoying stub functions required to make command-line solvers
link successfully. James wrote this for (the new) lightupsolver, and
I've used it to simplify the other stand-alone solvers.
[originally from svn r6254]
level: positional set elimination (which is so obvious I really
should have thought of it myself, though it's tricky to spot) and
forcing chains (which are a type of one-level proof by
contradiction, findable through a simple breadth-first search
without requiring recursion, but so ludicrously powerful that they
are able to solve _two thirds_ of grids that the pre-Extreme Solo
generated and rated as Unreasonable).
Of course this makes Unreasonable mode harder still...
[originally from svn r6239]
independently discovered an advanced reasoning technique in Map, and
then it occurred to me that since Solo can also be considered as a
graph-colouring game the same technique ought to be applicable. And
it is; so here's a new difficulty level, `Extreme', which sits just
above Advanced. Grids graded `Extreme' by new-Solo will of course
fall into old-Solo's `Unreasonable' category (since they're not
soluble using the old set of non-recursive methods). A brief and
unscientific experiment suggests that about one in six Unreasonable
grids generated by old-Solo are classified Extreme by the new
solver; so the remaining Unreasonable mode (now containing a subset
of the grids it used to) hasn't actually become much harder.
[originally from svn r6209]
as seen by the back ends from the one implemented by the front end,
and shoved a piece of middleware (drawing.c) in between to permit
interchange of multiple kinds of the latter. I've also added a
number of functions to the drawing API to permit printing as well as
on-screen drawing, and retired print.py in favour of integrated
printing done by means of that API.
The immediate visible change is that print.py is dead, and each
puzzle now does its own printing: where you would previously have
typed `print.py solo 2x3', you now type `solo --print 2x3' and it
should work in much the same way.
Advantages of the new mechanism available right now:
- Map is now printable, because the new print function can make use
of the output from the existing game ID decoder rather than me
having to replicate all those fiddly algorithms in Python.
- the new print functions can cope with non-initial game states,
which means each puzzle supporting --print also supports
--with-solutions.
- there's also a --scale option permitting users to adjust the size
of the printed puzzles.
Advantages which will be available at some point:
- the new API should permit me to implement native printing
mechanisms on Windows and OS X.
[originally from svn r6190]
clues from a filled grid, was using the algorithm
- loop over the whole grid looking for a clue (or symmetry group of
clues) which can be safely removed
- remove it
- loop over the whole grid again, and so on.
This was due to my vague feeling that removing one clue might affect
whether another can be removed. Of course this can happen - two
clues can be alternative ways of deducing the same vital fact so
that removing one makes the other necessary - but what _can't_
happen is for removing one clue to make another _become_ removable,
since you can only do that by _adding_ information. In other words,
after testing a clue and determining that it can't be removed, you
never need to test it again. Thus, a much simpler algorithm is
- loop over the possible clues (or symmetry groups) _once_, in a
random order
- for each clue (group), if it is removable, remove it.
This still guarantees to leave the grid in a state where no further
clues can be removed, but it greatly cuts down puzzle generation
time and also simplifies the code. I am a fool for not having
spotted this in three and a half months!
[originally from svn r6160]
more than 36 distinct symbols (it runs out of alphanumerics), check
this in validate_params. I hate to do this, since I like puzzle
sizes to at least be open-ended in _principle_, but in this case
there's a fundamental UI limitation which won't be fixed by getting
a faster CPU.
[originally from svn r6098]
- use the new `shuffle' utility function in a couple of places
- remove the random_state parameter from solver(). It was there
because I initially wanted to use the same solver for grid
generation, but since I had to abandon that plan the solver now
doesn't have any need for randomness at all.
[originally from svn r6093]
whether the timer is currently going is no longer solely dependent
on the current game_state: it can be dependent on more persistent
information stored in the game_ui. In particular, Mines now freezes
the timer permanently once you complete a grid for the first time,
so that you can then backtrack through your solution process without
destroying the information about how long it took you the first time
through.
[originally from svn r6088]
capability added to it, to be used only when all else fails, and is
simply called `solver'. This means that:
- solving of 5x5 Trivial grids using the `Solve' function, which
previously hung for ages because rsolve happened to take a wrong
turning at the start, is now zippy
- solosolver doesn't require the confusing -r and -n options
- solosolver can show its working even for Unreasonable grids.
Unfortunately, the new unified solver still isn't suitable for grid
generation. After it proved to be so much faster at solving 5x5s, I
hoped to be able to substitute it for rsolve during generation and
gain additional speed in 5x5 generation too; but no luck, because
it's slower _per recursion level_, and although during solving it
makes up for this by needing very few levels, there is a lot of
_unavoidable_ recursion during generation, especially at 5x5. A
hybrid strategy which starts off with rsolve and switches to the
unified solver at a critical point proved unsatisfactory as well,
because the critical point changes depending on the vagaries of the
recursion and can't be pinpointed easily. So rsolve is still in
there, only renamed `gridgen' because that's now all it's good for.
[originally from svn r6077]
encode_params(). This is necessary for cases where generation-time parameters
that are normally omitted from descriptive IDs can place restrictions on other
parameters; in particular, when the default value of a relevant generation-time
parameter is not the one used to generate the descriptive ID, validation could
reject self-generated IDs (e.g., Net `5x2w:56182ae7c2', and some cases in
`Pegs').
[originally from svn r6068]
command-line programs (solosolver, patternsolver, mineobfusc) to be
built as part of the normal Makefiles. This means mkfiles.pl now has
the capability to compile a source file more than once with
different #defines. Also, fixes for those auxiliary programs and one
fix in midend.c which the Borland compiler objected to while I was
testing its makefile generation.
[originally from svn r6066]
unpleasant and requiring lots of special cases to be taken care of
by every single game. The new interface exposes an integer `tile
size' or `scale' parameter to the midend and provides two much
simpler routines: one which computes the pixel window size given a
game_params and a tile size, and one which is given a tile size and
must set up a drawstate appropriately. All the rest of the
complexity is handled in the midend, mostly by binary search, so
grubby special cases only have to be dealt with once.
[originally from svn r6059]
constraint: because some front ends interpret `draw filled shape' to
mean `including its boundary' while others interpret it to mean `not
including its boundary' (and X seems to vacillate between the two
opinions as it moves around the shape!), you MUST NOT draw a filled
shape only. You can fill in one colour and outline in another, you
can fill or outline in the same colour, or you can just outline, but
just filling is a no-no.
This leads to a _lot_ of double calls to these functions, so I've
changed the interface. draw_circle() and draw_polygon() now each
take two colour arguments, a fill colour (which can be -1 for none)
and an outline colour (which must be valid). This should simplify
code in the game back ends, while also reducing the possibility for
coding error.
[originally from svn r6047]
- most game_size() functions now work in doubles internally and
round to nearest, meaning that they have less tendency to try to
alter a size they returned happily from a previous call
- couple of fiddly fixes (memory leaks, precautionary casts in
printf argument lists)
- midend_deserialise() now constructs an appropriate drawstate,
which I can't think how I overlooked myself since I _thought_ I
went through the entire midend structure field by field!
[originally from svn r6041]
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]
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]
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]
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]
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]
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]
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]
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]
- 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]
- 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]
- 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]
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]
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]
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]
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]
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]
(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]
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]
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]
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]
the missing fifth difficulty level to Solo: `Unreasonable', in which
even set-based reasoning is insufficient and there's no alternative
but to guess a number and backtrack if it didn't work. (Solutions
are still guaranteed unique, however.) In fact it now seems to take
less time to generate a puzzle of this grade than `Advanced'!
[originally from svn r5756]