46 Commits

Author SHA1 Message Date
f2ff444fca Now that Map has some seriously complex deductions, it's about time
it had a command-line solver. In order to do this, I've had to
expose the internal region numbering because the solver has to have
some way to state which region it means; and in any case it's also
useful to have human-visible region numbering so that two people can
discuss a puzzle they're solving together. So pressing L during play
now toggles the display of region numbers; and `mapsolver' uses
those same numbers when showing its working and its solutions.

[originally from svn r6244]
2005-08-31 12:17:01 +00:00
622a5ff678 New puzzle: `Inertia', originally written for Windows by Ben
Olmstead and reimplemented with the help of his source code which he
was kind enough to release into the public domain.

[originally from svn r6222]
2005-08-27 09:21:22 +00:00
c9b47daf1b New puzzle: Loopy', an implementation of Nikoli's Slither Link' or
`Loop the Loop' puzzle. Contributed by Mike Pinna.

[originally from svn r6211]
2005-08-24 21:32:54 +00:00
3bfb9b108e Native Windows printing support, using the infrastructure I put in
place in r6190. I'm quite pleased that I didn't have to modify the
printing infrastructure _at all_ to make this work; the only source
change required outside windows.c was the addition of a trivial
utility function midend_get_params(), and that was for the benefit
of bulk puzzle generation rather than anything to do with actual
printing.

As far as I can tell, all printable puzzles now print almost
indistinguishably from the way they print under Unix. If you look
closely the font is slightly different, and the Windows standard
hatching doesn't seem to be quite as nice as the kind I did by hand
in ps.c (and, particularly annoyingly, hatched areas don't show up
at all for me when I print to a file and use gv, though they come
out fine on the printer itself); but it's all there, and it all
works.

[originally from svn r6193]
[r6190 == af59dcf6858264103bbc621761feee3aed5aaf2a]
2005-08-20 15:48:55 +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
6ada3841a1 New puzzle: `Map'. Vaguely original, for a change.
(This puzzle is theoretically printable, but I haven't added it in
print.py since there's rather a lot of painful processing required
to get from the game ID to the puzzle's visual appearance. It
probably won't become printable unless I get round to implementing a
more integrated printing architecture.)

[originally from svn r6186]
2005-08-13 10:43:26 +00:00
8392232d57 A bunch of new reasoning techniques in the Slant solver, leading to
a new Hard mode. Also added a command-line `slantsolver' which can
grade puzzles and show working.

[originally from svn r6167]
2005-08-06 10:24:52 +00:00
56e01e54fa New puzzle: `Light Up', by James H.
Also in this checkin (committed by mistake - I meant to do it
separately), a behind-the-scenes change to Slant to colour the two
non-touching classes of diagonals in different colours. Both colours
are set to black by default, but configuration by way of
SLANT_COLOUR_* can distinguish them if you want.

[originally from svn r6164]
2005-08-04 19:14:10 +00:00
afe80030e4 New puzzle: `Slant', picked from the Japanese-language section of
nikoli.co.jp (which has quite a few puzzles that they don't seem to
have bothered to translate into English).

Minor structural change: the disjoint set forest code used in the
Net solver has come in handy again, so I've moved it out into its
own module dsf.c.

[originally from svn r6155]
2005-08-02 23:16:46 +00:00
e12017b291 Another game from James H: `Black Box'.
[originally from svn r6100]
2005-07-17 08:44:18 +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
69410c7961 New puzzle: Dominosa.
[originally from svn r6091]
2005-07-14 17:42:01 +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
9f8533c42f There's always one. Forgot to add Pegs to `make install'.
[originally from svn r6054]
2005-07-04 19:55:10 +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
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
2ce863a76d And forgot to add guess to the Unix make install target! I need a list.
[originally from svn r5998]
2005-06-23 18:05:19 +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
d74d3f26d8 I'm sick of not having a `make install' target.
[originally from svn r5973]
2005-06-18 08:36:52 +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
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
6b9e690c89 Initial checkin of my Minesweeper clone, which uses a solver during
grid generation to arrange a mine layout that never requires guessing.

[originally from svn r5859]
2005-05-30 10:08:27 +00:00
aa1185f3f5 Missed a vital semicolon off the Cygwin version.c makefile fragment.
[originally from svn r5784]
2005-05-15 11:12:05 +00:00
3dfeadd738 Er, except that I already had a makedist.sh. Transferred new version
code into that!

[originally from svn r5783]
2005-05-15 10:58:09 +00:00
1add9dcc1b Added automatic determination of the SVN revision number if a build
takes place in a checked-out copy. Also added mkunxarc.sh which does
the same version determination before building its archive.

[originally from svn r5782]
2005-05-15 10:52:23 +00:00
c05b4697a8 Introduce a versioning mechanism, and an `About' box in all front
ends. Versioning will be done solely by Subversion revision number,
since development on these puzzles is very incremental and gradual
and there don't tend to be obvious points to place numbered
releases.

[originally from svn r5781]
2005-05-15 10:31:11 +00:00
3be19aed94 New puzzle: `twiddle', generalised from a random door-unlocking
gadget in Metroid Prime 2.

[originally from svn r5708]
2005-04-30 12:54:22 +00:00
0c55b7e16f Initial checkin of `Solo', the number-placing puzzle popularised by
the Times under the name `Sudoku'.

[originally from svn r5660]
2005-04-23 16:35:28 +00:00
9aff566286 `make release' target, which builds a .dmg disk image in what
appears to be the approved Apple fashion.

[originally from svn r5197]
2005-01-24 13:44:24 +00:00
1c47f2b553 Improve OS X help: split back up into multiple files (thanks to
Halibut's new \cfg{html-local-head} directive), and add some CSS to
mimic the font choices of system help files.

[originally from svn r5194]
2005-01-24 13:00:11 +00:00
b10be2b32a The #definition of COMBINED was done very badly: it was a piece of
platform-dependent code in puzzles.h (ick), which in turn depended
on the magic symbol MAC_OS_X being defined by mkfiles.pl itself
(yuck). Suddenly realised I can do much better simply by putting it
in an OS X makefile extras section in Recipe, and removing both
previous hacks. Much nicer.

[originally from svn r5191]
2005-01-24 12:09:51 +00:00
2040ff9631 First cut at online help under OS X. I just built the HTML version
of the manual using Halibut (with one additional magic tag in the
<HEAD> section), stuck it in the right part of the application
bundle, referenced it in Info.plist, and added a Help menu.
Everything else was automatic. Not bad!

[originally from svn r5190]
2005-01-24 12:05:21 +00:00
0ae8782bc6 Added a framework for putting things other than the binary into a
Mac OS X application bundle, and provided an icon for Puzzles.

Also renamed the OS X source file from macosx.m to osx.m, so that it
can sit beside other things such as osx-info.plist and not cause
enormously long filenames.

[originally from svn r5179]
2005-01-23 11:20:31 +00:00
11dad948a3 Initial checkin of a Mac OS X port of puzzles, using Cocoa. All
puzzles are compiled together into a single monolithic application
which allows you to select each one from one of its menus.

[originally from svn r5173]
2005-01-22 18:34:18 +00:00
03e455c2c6 New puzzle: `pattern'.
[originally from svn r4953]
2004-12-07 20:00:58 +00:00
8158b5350d Richard B's utterly evil `netslide': cross between Net and Sixteen.
[originally from svn r4257]
2004-05-26 09:07:14 +00:00
97493ac8d1 Rename the Windows Net executable, due to its clash with the system
net.exe.

[originally from svn r4215]
2004-05-11 19:32:05 +00:00
a1c88470a3 Added a new game, `Rectangles', taken from nikoli.co.jp.
[originally from svn r4206]
2004-05-11 17:06:50 +00:00
aa9a8e8c7e The Windows RNG turns out to only give about 16 bits at a time. This
is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!

[originally from svn r4187]
2004-05-03 09:10:52 +00:00
a8c8237bd0 Added a status bar.
[originally from svn r4174]
2004-04-29 19:23:08 +00:00
fa7ef572c7 Implemented text and clipping primitives in the frontend, and added
two new simple games `fifteen' and `sixteen'.

[originally from svn r4173]
2004-04-29 18:10:22 +00:00
443310b94c Add a template file defining the null game.
[originally from svn r4169]
2004-04-29 08:37:19 +00:00
3d8e7585b7 Add a menu bar, in both Windows and GTK. In particular, game modules
are now expected to provide a list of `presets' (game_params plus a
name) which are selectable from the menu. This means I can play
both Octahedron and Cube without recompiling in between :-)
While I'm here, also enabled a Cygwin makefile, which Just Worked.

[originally from svn r4158]
2004-04-28 12:07:15 +00:00
c866e24f9a Most of a Windows front end. Something's not _quite_ right in the
GDI - there are blobs in the middle of powered lines in Net. But
it's 99% there now.

[originally from svn r4156]
2004-04-27 20:51:08 +00:00
d99e217cfb Implemented Cube, in a sufficiently general way that it also handles
the tetrahedron, octahedron and icosahedron.

[originally from svn r4151]
2004-04-27 17:44:30 +00:00
96dbb537ee Initial checkin of a portable framework for writing small GUI puzzle
games.

[originally from svn r4138]
2004-04-25 14:27:58 +00:00