36 Commits

Author SHA1 Message Date
e4d5b11bd8 Add game_text_format to Flip. 2015-10-03 16:58:18 +01:00
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
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
73daff3937 Changed my mind about midend_is_solved: I've now reprototyped it as
midend_status(), and given it three return codes for win, (permanent)
loss and game-still-in-play. Depending on what the front end wants to
use it for, it may find any or all of these three states worth
distinguishing from each other.

(I suppose a further enhancement might be to add _non_-permanent loss
as a fourth distinct status, to describe situations in which you can't
play further without pressing Undo but doing so is not completely
pointless. That might reasonably include dead-end situations in Same
Game and Pegs, and blown-self-up situations in Mines and Inertia.
However, I haven't done this at present.)

[originally from svn r9179]
2011-06-19 13:43:35 +00:00
980880be1f Add a function to every game backend which indicates whether a game
state is in a solved position, and a midend function wrapping it.

(Or, at least, a situation in which further play is pointless. The
point is, given that game state, would it be a good idea for a front
end that does that sort of thing to proactively provide the option to
start a fresh game?)

[originally from svn r9140]
2011-04-02 16:19:12 +00:00
1d661ec46b Patch from James H providing lots more paranoid casting. Also one
actual behaviour change: Untangle now permits dragging with the
right mouse button, which has exactly the same effect as it does
with the left. (Harmless on desktop platforms, but helpful when
"right-click" is achieved by press-and-hold; now the drag takes
place even if you hesitate first.)

[originally from svn r8177]
2008-09-13 18:29:20 +00:00
5ead207060 Patch from James H to centralise some generally useful cursor-
handling functionality into misc.c.

[originally from svn r8176]
2008-09-13 18:26:53 +00:00
a7431c0b7c New infrastructure feature. Games are now permitted to be
_conditionally_ able to format the current puzzle as text to be sent
to the clipboard. For instance, if a game were to support playing on
a square grid and on other kinds of grid such as hexagonal, then it
might reasonably feel that only the former could be sensibly
rendered in ASCII art; so it can now arrange for the "Copy" menu
item to be greyed out depending on the game_params.

To do this I've introduced a new backend function
(can_format_as_text_now()), and renamed the existing static backend
field "can_format_as_text" to "can_format_as_text_ever". The latter
will cause compile errors for anyone maintaining a third-party front
end; if any such person is reading this, I apologise to them for the
inconvenience, but I did do it deliberately so that they'd know to
update their front end.

As yet, no checked-in game actually uses this feature; all current
games can still either copy always or copy never.

[originally from svn r8161]
2008-09-06 09:27:56 +00:00
7b1f7d3e01 HTML Help support for Puzzles, with the same kind of automatic
fallback behaviour as PuTTY's support.

[originally from svn r7009]
2006-12-24 15:56:47 +00:00
eb2013efc0 Cleanup: it was absolutely stupid for game_wants_statusbar() to be a
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]
2005-10-22 16:52:16 +00:00
40fcf516f4 Cleanup: remove the game_state parameter to game_colours(). No game
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]
2005-10-22 16:44:38 +00:00
b7f192eea3 Cleanup: the `mouse_priorities' field in the back end has been a
more general-purpose flags word for some time now. Rename it to
`flags'.

[originally from svn r6414]
2005-10-22 16:35:23 +00:00
7e57366a57 r6384 didn't go quite far enough. In fact, a grid square which
differs between oldstate and state in only the hint bit should not
have a flip animation even if hints_active is TRUE. Flip animations
should only happen for tiles which are changing their primary state.
(Put like that, it seems so obvious.)

Test case which demonstrates this fix to be right and r6384 to be
wrong: 3x3:101000000000000000000,300 . Hit Solve immediately and
then click on the red-highlighted squares.

[originally from svn r6385]
[r6384 == dd175e490a197026210ba4432eec6236971c6173]
2005-10-10 17:22:33 +00:00
dd175e490a Fixes for handling human-entered Flip games. The clicked-on square
always got a flip animation even when it wasn't one of the ones
being turned, and a square with no effect at all was still counting
as a move.

Since it's an invariant of Flip's internal generator that every
square includes itself as an effect, this never comes up in auto-
generated games.

[originally from svn r6384]
2005-10-10 16:31:26 +00:00
733e3c6bc7 Fix very strange indentation issue!
[originally from svn r6339]
2005-09-23 12:43:42 +00:00
af59dcf685 Substantial infrastructure upheaval. I've separated the drawing API
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]
2005-08-18 17:50:14 +00:00
e33a57b703 Quite a few instances of the Cardinal Error of Ctype were turned up
by a grep I just did. Oops.

[originally from svn r6113]
2005-07-17 17:10:11 +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
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
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
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
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
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
ea172a0460 New {en,de}code_ui functions should be static. Oops.
[originally from svn r6031]
2005-06-28 17:43:50 +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
cdb8433c0a Another function pair required for serialisation; these ones save
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]
2005-06-28 07:33:49 +00:00
76d50e6905 Re-architecting of the game backend interface. make_move() has been
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]
2005-06-27 19:34:54 +00:00
64fbdf60ee Add WinHelp topic
[originally from svn r5984]
2005-06-21 11:16:36 +00:00
0417e6335e James Harvey's memory leak patch for Flip.
[originally from svn r5980]
2005-06-19 21:49:53 +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
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