75 Commits

Author SHA1 Message Date
02035753f8 All the games in this collection have always defined their graphics
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]
2005-06-07 17:57:50 +00:00
69f7e7f8f5 Introduce a new game backend function (there seem to have been a lot
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]
2005-06-06 11:21:36 +00:00
454e566df6 James Harvey requested that puzzles not use DEBUG as a preprocessor
symbol for enabling diagnostics, presumably because in his Palm port
it means something else as well. He sent this patch to switch Net
and Netslide over to using GENERATION_DIAGNOSTICS, in the fashion of
the newer games.

[originally from svn r5908]
2005-06-04 09:59:03 +00:00
ad2ec32e1c Fix various departures from C found by `gcc -ansi -pedantic'. I
haven't checked in Makefile changes to enable this, but I'll at
least fix the specific problems it found when enabled as a one-off.

[originally from svn r5902]
2005-06-02 08:14:14 +00:00
50edaa578b Miscellaneous fixes from James Harvey's PalmOS porting work:
- 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]
2005-06-01 17:47:56 +00:00
a50a65120c Better mouse button handling in Mines:
- 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]
2005-05-31 18:38:01 +00:00
a029c2095d Move definition of PI into puzzles.h. If nothing else, the definition in cube.c
had a typo :)

[originally from svn r5878]
2005-05-31 12:03:25 +00:00
caee305b47 Mouse-based interface for Cube: you left-click anywhere on the grid
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]
2005-05-31 11:43:51 +00:00
e4328b9081 Added an `interactive' flag to new_game_desc(), which toggles Mines
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]
2005-05-30 18:41:40 +00:00
90560462c4 First cut at a game timer. Yet another backend function which
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]
2005-05-30 16:15:34 +00:00
0564c4c4d0 Mines now follows the conventional approach of offering a completely
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]
2005-05-30 13:10:37 +00:00
0f423f0b3a Infrastructure change: game_anim_length and game_flash_length now
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]
2005-05-30 07:55:27 +00:00
8fa365a7b4 Add a limited-shuffle mode like that added to Sixteen and Twiddle in r5769,
for completeness.

[originally from svn r5854]
[r5769 == 8f1c713735316422cfe041400ccc49999d563d8b]
2005-05-28 23:45:43 +00:00
865e8ad6ca Add origin-shifting (Shift+cursors) and source-shifting (Ctrl+cursors) to Net.
(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]
2005-05-26 13:40:38 +00:00
f3a2773802 Null-terminate generated Net/Netslide descriptive game IDs.
[originally from svn r5794]
2005-05-17 12:02:30 +00:00
2534ec5d69 The game IDs for Net (and Netslide) have always been random seeds
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]
2005-05-16 18:57:09 +00:00
751d7a2524 solve_game() is passed the _initial_ game state, not the most recent
one; so we can't just set `ret->completed = ret->movecount' and hope
it's been set to something other than zero. Instead, we set both
move counts to 1, which is entirely arbitrary but works.

This fixes a subtle bug with the Solve feature: if you pressed
Solve, then disturbed the grid, then brought it back to the solved
state by making more forward moves (rather than using Undo), then
the first time you did this the `Moves since auto-solve' status line
would reset to zero.

[originally from svn r5759]
2005-05-07 16:07:26 +00:00
4f7b65de2e Added an automatic `Solve' feature to most games. This is useful for
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]
2005-05-02 13:17:10 +00:00
9e240e45df Introduce the concept of a `game_aux_info' structure. This is
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]
2005-05-02 10:12:26 +00:00
791940b043 Introduced a new function in every game which formats a game_state
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]
2005-05-01 12:53:41 +00:00
e72931bfe2 I can never remember what that `TRUE' means in the game structure
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]
2005-05-01 11:07:13 +00:00
cc54553226 Rather than each game backend file exporting a whole load of
functions and a couple of variables, now each one exports a single
structure containing a load of function pointers and said variables.
This should make it easy to support platforms on which it's sensible
to compile all the puzzles into a single monolithic application. The
two existing platforms are still one-binary-per-game.

[originally from svn r5126]
2005-01-17 13:48:57 +00:00
daac529a9e After discussion with Simon, the game redraw functions are now passed a new
argument `dir' which tells them whether this redraw is due to an undo, rather
than have them second-guess it from game state.
Note that none of the actual games yet take advantage of this; so it hasn't
been tested in anger (although it has been inspected by debugging).

[originally from svn r4469]
2004-08-16 16:29:54 +00:00
137c1d7bbd Added a help file, mostly thanks to Jacob.
[originally from svn r4460]
2004-08-16 12:23:56 +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