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* New rule: interpret_move() is passed a pointer to the game_drawstateSimon Tatham2012-09-09
| | | | | | | | | | | | | | | | 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]
* Fix redundant redrawing in Pegs. Apparently it has always redrawnSimon Tatham2012-04-07
| | | | | | | | | every single peg and hole on the board, every time it did any kind of redraw at all, because I forgot to update the array in the drawstate indicating the last-drawn state of each position. And nobody's noticed until now! [originally from svn r9447]
* Changed my mind about midend_is_solved: I've now reprototyped it asSimon Tatham2011-06-19
| | | | | | | | | | | | | | | | 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]
* Add a function to every game backend which indicates whether a gameSimon Tatham2011-04-02
| | | | | | | | | | | 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]
* Keyboard control patch for Pegs, from James H.Simon Tatham2009-01-20
| | | | [originally from svn r8419]
* New infrastructure feature. Games are now permitted to beSimon Tatham2008-09-06
| | | | | | | | | | | | | | | | | | | | | | _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]
* HTML Help support for Puzzles, with the same kind of automaticSimon Tatham2006-12-24
| | | | | | fallback behaviour as PuTTY's support. [originally from svn r7009]
* Cleanup: it was absolutely stupid for game_wants_statusbar() to be aSimon Tatham2005-10-22
| | | | | | | | | 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]
* Cleanup: remove the game_state parameter to game_colours(). No gameSimon Tatham2005-10-22
| | | | | | | | | | | | 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]
* Cleanup: the `mouse_priorities' field in the back end has been aSimon Tatham2005-10-22
| | | | | | | more general-purpose flags word for some time now. Rename it to `flags'. [originally from svn r6414]
* I've dithered a bit in the past about whether or not it's allowableSimon Tatham2005-09-05
| | | | | | | | | | to call game_set_size() twice on the same drawstate. Finally, a definite decision: it isn't. Accordingly, midend.c arranges never to do so, the devel docs state that puzzles may enforce by assertion that it never happens, and the four puzzles which care (i.e. use blitters) do so. [originally from svn r6274]
* Substantial infrastructure upheaval. I've separated the drawing APISimon Tatham2005-08-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]
* Patches from Ben Hutchings to fix failures of sscanf error checking.Simon Tatham2005-07-29
| | | | [originally from svn r6147]
* game_timing_state() now has access to the game_ui. This means thatSimon Tatham2005-07-10
| | | | | | | | | | | | 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]
* Alter the `Octagon' board preset so that instead of presenting youSimon Tatham2005-07-09
| | | | | | | | | 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]
* Refactoring from James H: the highlight and lowlight colour setupSimon Tatham2005-07-06
| | | | | | | common to Fifteen, Sixteen, Twiddle and Pegs is now a utility function in misc.c. [originally from svn r6076]
* Revert the code that assumed that incoming parameters used a random generationJacob Nevins2005-07-05
| | | | | | | | scheme in r6068, since this messed up the non-permanency of the non-limited parameter. [originally from svn r6069] [r6068 == f3c95109c7b905f74b5f149eea21f68444c31ef7]
* Add a `full' parameter to validate_params(), analogous to the one inJacob Nevins2005-07-05
| | | | | | | | | | | 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]
* Add a completion flash when you get down to a single peg.Jacob Nevins2005-07-05
| | | | [originally from svn r6061]
* Refactored the game_size() interface, which was getting reallySimon Tatham2005-07-05
| | | | | | | | | | | | | 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]
* James Harvey points out a missing ifdef.Simon Tatham2005-07-05
| | | | [originally from svn r6058]
* Add WinHelp topic.Jacob Nevins2005-07-04
| | | | [originally from svn r6056]
* Peg Solitaire implementation, complete with a random boardSimon Tatham2005-07-04
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]