522 Commits

Author SHA1 Message Date
e7d6c0aa33 Sanity-checking patch from Phil Bordelon: since Solo can't cope with
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]
2005-07-16 20:02:15 +00:00
a8a903db47 New puzzle: `Untangle', cloned (with the addition of random grid
generation) from a simple but rather fun Flash game I saw this
morning.

Small infrastructure change for this puzzle: while most game
backends find the midend's assumption that Solve moves are never
animated to be a convenience absolving them of having to handle the
special case themselves, this one actually needs Solve to be
animated. Rather than break that convenience for the other puzzles,
I've introduced a flag bit (which I've shoved in mouse_priorities
for the moment, shamefully without changing its name).

[originally from svn r6097]
2005-07-16 19:51:53 +00:00
c5edffdd2c Improve speed of grid generation: I've found something simple I can
do during construction which massively increases (by over a factor
of four with default parameters) the probability that any given
randomly generated grid will be uniquely solvable.

[originally from svn r6096]
2005-07-15 16:43:02 +00:00
606eb3f0f2 Add Dominosa printout support.
[originally from svn r6094]
2005-07-14 22:50:58 +00:00
ee09498a41 Cleanups to Solo:
- 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]
2005-07-14 18:15:23 +00:00
69410c7961 New puzzle: Dominosa.
[originally from svn r6091]
2005-07-14 17:42:01 +00:00
bb63d0d399 Introduce a `shuffle' utility function.
[originally from svn r6090]
2005-07-14 17:37:05 +00:00
3d2c442bc4 game_timing_state() now has access to the game_ui. This means that
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]
2005-07-10 10:17:13 +00:00
145301d0dc Change of policy on game_changed_state(). Originally, it was called
by the midend every time the game state changed _other_ than as a
result of make_move(), on the basis that when the game state changed
due to make_move() the game backend had probably noticed anyway.
However, when make_move() split up, this became more fiddly: if the
game_ui had to be updated based on some property of the final game
state, then execute_move() couldn't do it because it didn't have a
pointer to the game_ui, but it was fiddly to do it in
interpret_move() because that didn't directly have a copy of the
finished game state to examine. Same Game (the only game to be
affected) had to deal with this by actually having interpret_move()
_call_ execute_move() to construct a temporary new game state,
update the UI, and then throw it away.

So now, game_changed_state() is called _every_ time the current game
state changes, which means that if anything needs doing to the
game_ui as a result of examining the new game state, it can be done
there and save a lot of effort.

[originally from svn r6087]
2005-07-10 10:06:04 +00:00
ac36314b02 Subtle UI change to Mines. Although I mostly find the unified left-
button interface (same button to open a closed square or to clear
around an open one) to be a massive help, there is one circumstance
in which it frequently kills me: if I click down on an open square I
want to clear around, then the mouse pointer accidentally drifts
over on to the nearest closed square before I release, I'll end up
opening that square instead and (usually) dying. So this checkin
causes Mines to note which type of square I left-clicked on, and to
do nothing if the button release is on the other type.

[originally from svn r6086]
2005-07-10 09:27:08 +00:00
2ec5a51c35 Alter the `Octagon' board preset so that instead of presenting you
with the obvious central hole it presents you with a randomly chosen
one of twelve other holes. The reason is, the central-hole starting
position is provably insoluble (proof given in comments), so instead
we pick from the ones that are actually possible.

[originally from svn r6083]
2005-07-09 10:19:41 +00:00
d5fe59b25b Missing quit on error was leading to an assertion failure on some
types of incorrectly formatted save file.

[originally from svn r6079]
2005-07-06 21:24:28 +00:00
d7588e6048 Move various printf()s after declarations.
[originally from svn r6078]
2005-07-06 20:10:03 +00:00
6ea61aa98e Unify the two solvers in Solo. nsolve has now had recursion
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]
2005-07-06 18:36:20 +00:00
753339737e Refactoring from James H: the highlight and lowlight colour setup
common to Fifteen, Sixteen, Twiddle and Pegs is now a utility
function in misc.c.

[originally from svn r6076]
2005-07-06 18:27:40 +00:00
d4001cbc0d Some patches from James H:
- reinstate the initialisation of ds->w and ds->h in guess.c, which
   I'd accidentally removed during game_size() refactoring
 - reorganise Net's interpret_move() so that my uncommitted patch
   for drag-based UI (which he uses on the Palm port) will apply
   more easily
 - the interpret_move() changes make it easy to have a single move
   type which rotates a tile by 180 degrees, so this is now provided
   via the `F' key (but there's no spare button available to provide
   it via the mouse).

[originally from svn r6070]
2005-07-06 11:06:17 +00:00
755d0c0b03 Revert the code that assumed that incoming parameters used a random generation
scheme in r6068, since this messed up the non-permanency of the non-limited
parameter.

[originally from svn r6069]
[r6068 == f3c95109c7b905f74b5f149eea21f68444c31ef7]
2005-07-05 21:40:29 +00:00
f3c95109c7 Add a `full' parameter to validate_params(), analogous to the one in
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]
2005-07-05 21:27:19 +00:00
968828283b Enhancements to mkfiles.pl and Recipe to arrange for the auxiliary
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]
2005-07-05 19:40:32 +00:00
4763b712fd It's been a new year for a while now.
[originally from svn r6065]
2005-07-05 19:38:27 +00:00
68d0a346fd revert supposed typo -- I have no brain
[originally from svn r6064]
2005-07-05 19:12:56 +00:00
5ff23cd60e Add HACKING to main doc build.
[originally from svn r6063]
2005-07-05 19:11:51 +00:00
2c8d31763a typo
[originally from svn r6062]
2005-07-05 19:10:26 +00:00
b75ce34179 Add a completion flash when you get down to a single peg.
[originally from svn r6061]
2005-07-05 18:57:34 +00:00
b74dac6de2 Refactored the game_size() interface, which was getting really
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]
2005-07-05 18:13:31 +00:00
a4e3d69de2 James Harvey points out a missing ifdef.
[originally from svn r6058]
2005-07-05 12:03:56 +00:00
74c4a6bf27 Clarify that diagonal moves are not permitted in Pegs.
[originally from svn r6057]
2005-07-04 21:07:40 +00:00
4bc951cebc Add WinHelp topic.
[originally from svn r6056]
2005-07-04 20:06:35 +00:00
9f8533c42f There's always one. Forgot to add Pegs to `make install'.
[originally from svn r6054]
2005-07-04 19:55:10 +00:00
eab3699a64 Documentation for Pegs.
[originally from svn r6053]
2005-07-04 19:53:36 +00:00
97e93dbfff Peg Solitaire implementation, complete with a random board
generator. The generator is lacking in almost any kind of finesse,
but it produces puzzles which at least _I_ find plausibly puzzling.

[originally from svn r6052]
2005-07-04 19:42:55 +00:00
aae029926f Document keyboard controls for Flip
[originally from svn r6051]
2005-07-04 14:35:14 +00:00
5c48a59462 Fix bounds checking for Flip cursor control.
[originally from svn r6050]
2005-07-04 11:21:50 +00:00
6989217624 James H's patch for a keyboard-controlled cursor in Flip.
[originally from svn r6049]
2005-07-03 14:49:00 +00:00
85a29743ef Allow game backends to use even special keystrokes such as N and Q;
they will only be processed as special by the midend if unwanted by
the backend. This causes 5x5 Solo to become just about playable,
because you can now click in a square and type `n'. However, typing
`n' when a square is not selected will revert to the normal
behaviour of starting a new game.

(This isn't particularly ideal, I know, but it's better than
nothing.)

[originally from svn r6048]
2005-07-03 11:45:49 +00:00
64e114cce1 draw_polygon() and draw_circle() have always had a portability
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]
2005-07-03 09:35:29 +00:00
8dd7ee3007 James Harvey points out that entering an invalid game ID can affect
the current midend state even if you don't subsequently enter a
valid one. Reorganise midend_game_id_int() so that (just like
midend_deserialise()) it does all its error checking before altering
anything in the midend's persistent data, so that it either succeeds
completely or fails before doing anything at all.

[originally from svn r6045]
2005-07-01 16:50:49 +00:00
091fe57e0f Prevent drags from being started outside the playing area, which was
causing invalid move descriptions to be returned from
interpret_move() and then failing an assertion when execute_move()
refused them.

[originally from svn r6044]
2005-06-30 18:11:41 +00:00
8f670292a7 Preset names retrieved from the environment must be dupstr()ed. How
did I miss this before? It just caused a segfault for me, which is
entirely fair enough, but I've no idea why it didn't fail before!

[originally from svn r6043]
2005-06-30 18:11:02 +00:00
6f47baddf9 Load and Save are now supported on all three desktop platforms, and
documented. (This means the GTK temporary dependency on an
environment variable is now gone.)

[originally from svn r6042]
2005-06-30 18:00:37 +00:00
118abb4fc9 General robustness patch from James Harvey:
- 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]
2005-06-30 09:07:00 +00:00
101324af67 Attempting to begin a drag from (i.e. just click on) the hint pegs
for a past guess caused strangeness up to and including segfault,
thanks to bad bounds checking. Well spotted John Sullivan.

[originally from svn r6040]
2005-06-30 08:25:47 +00:00
0494e94c4a Add a cast whose absence was causing a (-Werror-exacerbated) compile
warning on OS X.

[originally from svn r6037]
2005-06-29 16:32:53 +00:00
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
238a6d08fe When serialising this game, it's probably better to keep the
half-finished guess in the game_ui rather than throwing it away.

[originally from svn r6033]
2005-06-29 08:20:49 +00:00
1c896ef18b Make peg removal accessible from the keyboard.
[originally from svn r6032]
2005-06-28 18:10:20 +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
7011028b17 Actually implemented the serialise/deserialise functions in
midend.c. Also I've added an experimental front end in gtk.c only:
`Save' and `Load' options on the Game menu, which don't even show up
unless you define the magic environment variable
PUZZLES_EXPERIMENTAL_SAVE. Once I'm reasonably confident that the
whole edifice is plausibly stable, I'll take that out and turn it
into a supported feature (and also implement it in OS X and Windows
and write documentation).

[originally from svn r6030]
2005-06-28 17:05:05 +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
6c9beb697b Rogue diagnostic!
[originally from svn r6028]
2005-06-28 08:35:55 +00:00