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]
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]
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]
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]
B and some from me. Also an additional utility function
`random_copy' from Richard B, which he says is useful in a new
puzzle he's working on and which seems likely to come in handy again
at some point.
[originally from svn r6153]
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]
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]
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]
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]
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]
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]
Firstly, the `Restart' function now reconstructs an initial game
state from the game description rather than dup_game(states[0]).
This means that Restart in a game of Mines restarts to just _after_
the initial click, so you can resume the puzzle-solving part without
having to remember where you placed that click.
Secondly, the midend now contains a second `private' game desc,
which is guaranteed to actually reconstruct the initial game_state
correctly (which Mines's publicly visible game descs tend not to,
since they describe a state which has already had the first click).
This should make serialising of Mines more sensible.
[originally from svn r6025]
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]
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]
bitmap. Can be used to implement sprite-like animations: for
example, useful for games that wish to implement a user interface
which involves dragging an object around the playing area.
[originally from svn r5987]
called `CURSOR_SELECT', intended for platforms which have a fire
button to go with their cursor keys. (Apparently some Palms do.)
CURSOR_SELECT is not bound to anything on any of the current three
platforms, and therefore no game may rely on it being available.
This checkin adds it in Net as a synonym for 'a', the keyboard-based
rotate-left command.
[originally from svn r5915]
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]
headers; but MIN()/MAX() conflict with glib. Let's keep the lower-case ones,
and assume that any provided by the system have the obvious semantics.
[originally from svn r5900]
- 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]
- 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]
puzzle of a different size to be redrawn before the pixmap is
resized, and since backends never redraw already-drawn stuff this is
a problem. Was biting me when I entered a Mines game ID of a
different size than the current settings into the Specific box.
[originally from svn r5872]
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]
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]
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]
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]
various things:
- if you haven't fully understood what a game is about, it gives
you an immediate example of a puzzle plus its solution so you can
understand it
- in some games it's useful to compare your solution with the real
one and see where you made a mistake
- in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy
to be able to get your hands on a pristine grid quickly so you
can practise or experiment with manoeuvres on it
- it provides a good way of debugging the games if you think you've
encountered an unsolvable grid!
[originally from svn r5731]
constructed at the same time as an internally generated game seed,
so that it can preserve any interesting information known by the
program at generation time but not physically contained within the
text of the game seed itself. (Such as, for example, the solution.)
Currently not used for anything yet, but it will be.
[originally from svn r5729]
as text. This is used by front ends to implement copy-to-clipboard.
Currently the function does nothing (and is disabled) in every game
except Solo, but it's a start.
[originally from svn r5724]
definitions, so let's move it so that it's just next to the
functions it relates to. This also opens the way for me to add more
booleans next to other functions without getting confused as to
which is which.
[originally from svn r5723]
back ends can be assured of always receiving them in a sensible
sequence (button-down, followed by zero or more drags, followed by
button-up, and never changing button in the middle of such a
sequence). I have a suspicion this issue was the cause of the
mysterious Pattern grid updates seen by Dan during testing last
night.
[originally from svn r5208]
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]
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]
binary if we choose: fix bugs in cube.c and sixteen.c that manifest
when compiled that way, and introduce list.c which provides a global
list of all the available puzzles.
[originally from svn r5169]