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* New centralised loop-finder, using Tarjan's algorithm.Simon Tatham2016-02-24
| | | | | | | | | | | | | | | | | | | | | | | | | In the course of another recent project I had occasion to read up on Tarjan's bridge-finding algorithm. This analyses an arbitrary graph and finds 'bridges', i.e. edges whose removal would increase the number of connected components. This is precisely the dual problem to error-highlighting loops in games like Slant that don't permit them, because an edge is part of some loop if and only if it is not a bridge. Having understood Tarjan's algorithm, it seemed like a good idea to actually implement it for use in these puzzles, because we've got a long and dishonourable history of messing up the loop detection in assorted ways and I thought it would be nice to have an actually reliable approach without any lurking time bombs. (That history is chronicled in a long comment at the bottom of the new source file, if anyone is interested.) So, findloop.c is a new piece of reusable library code. You run it over a graph, which you provide in the form of a vertex count and a callback function to iterate over the neighbours of each vertex, and it fills in a data structure which you can then query to find out whether any given edge is part of a loop in the graph or not.
* Insert a manual reference in the default status bar text.Jonas Kölker2015-10-03
| | | | | | To guide developers to the resources they need. [actual wording tweaked by SGT]
* Giant const patch of doom: add a 'const' to every parameter in everySimon Tatham2013-04-13
| | | | | | | | | | | | | | 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]
* Add 'const' to the game_params arguments in validate_desc andSimon Tatham2013-04-12
| | | | | | | | | | | | 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]
* Add a new midend function to reset the tile size to the puzzle'sSimon Tatham2013-04-07
| | | | | | | default (but still counting the <puzzle>_TILESIZE user preference environment variables, where available). [originally from svn r9820]
* I've just realised that the JS puzzles' permalinks were not updatingSimon Tatham2013-04-05
| | | | | | | | | | | | | | | when the user pressed 'n' for a new game, because all the front end knows is that it passed a keystroke to the puzzle, and it has no way of hearing back that a particular keypress resulted in a game id change. To fix this, I've renamed midend_request_desc_changes to midend_request_id_changes and expanded its remit to cover _any_ change to the game ids. So now that callback in the Emscripten front end is the only place from which update_permalinks is called (apart from initialising them at setup time), and that should handle everything. [originally from svn r9805]
* Introduce a mechanism by which calls to midend_supersede_game_desc()Simon Tatham2013-03-31
| | | | | | | can trigger a call to a front end notification function. Use this to update the game ID permalink when Mines supersedes its game ID. [originally from svn r9793]
* Add a midend function to return the current random seed, parallel toSimon Tatham2013-03-30
| | | | | | | the existing one that returns the game id. No front end has so far needed this, but one is about to. [originally from svn r9778]
* Revamp of the Windows command-line parsing and puzzle-loading code.Simon Tatham2013-01-19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | The Windows puzzles now accept similar command-line syntax to the GTK ones, in that you can give them either a game ID (descriptive, random or just plain params) or the name of a save file. Unlike the GTK ones, however, the save file interpretation is tried first; this is because some puzzles (e.g. Black Box) will interpret any old string as a valid (if boring) game ID, and unlike the GTK puzzles it's not feasible to require users to disambiguate via a command-line option, because on Windows a thing that might easily happen is that a user passes a save file to a puzzle binary via 'Open With' in the GUI shell, where they don't get the chance to add extra options. In order to make this work sensibly in the all-in-one Windows app, I had to get round to another thing I've been planning to do for a while, which is to write a function to examine a saved game file and find out which puzzle it's for. So the combined Windows binary will auto-switch to the right game if you pass a save file on its command line, and also if you use Load while the program is running. Another utility function I needed is one to split the WinMain single command line string into argv. For this I've imported a copy of split_into_argv() from Windows PuTTY (which doesn't affect this package's list of copyright holders, since that function was all my own code anyway). [originally from svn r9749]
* 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]
* New puzzle! Or rather, new-ish, because this one has been lying aroundSimon Tatham2012-01-22
| | | | | | | | | | | | | in the 'unfinished' directory for a while, and has now been finished up thanks to James Harvey putting in some effort and galvanising me to put in the rest. This is 'Pearl', an implementation of Nikoli's 'Masyu'. The code in Loopy that generates a random loop along grid edges to use as the puzzle solution has been abstracted out into loopgen.[ch] so that Pearl can use it for its puzzle solutions too. I've also introduced a new utility module called 'tdq' (for 'to-do queue'). [originally from svn r9379]
* 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]
* Add functions provided by the midend to tell a front end whether GUISimon Tatham2011-04-02
| | | | | | buttons for undo and redo should currently be greyed out. [originally from svn r9139]
* Patch from Mark Wooding to introduce a draw_thick_line() function inSimon Tatham2010-05-29
| | | | | | | | | | | | the drawing API, for use by Loopy. It's optional: drawing.c will construct an acceptable alternative using a filled polygon if the front end doesn't provide it. Net and Netslide previously had static functions called draw_thick_line(), whose claim to the name is less justified and so they've been renamed. [originally from svn r8962]
* Introduce, and implement as usefully as I can in all front ends, aSimon Tatham2009-12-27
| | | | | | | | | | new function in the drawing API which permits the display of text from outside basic ASCII. A fallback mechanism is provided so that puzzles can give a list of strings they'd like to display in order of preference and the system will return the best one it can manage; puzzles are required to cope with ASCII-only front ends. [originally from svn r8793]
* Keyboard control for Dominosa (patch largely due to James H, thoughSimon Tatham2009-12-22
| | | | | | with considerable meddling from me). [originally from svn r8788]
* Patch from James H to abstract out of Dominosa the code whichSimon Tatham2009-03-02
| | | | | | | randomly generates a tiling of a rectangle with dominoes, since he wants to reuse that function in another puzzle. [originally from svn r8488]
* Introduce some infrastructure to permit games' print functions toSimon Tatham2009-02-22
| | | | | | draw dotted lines. No puzzle yet uses this, but one's about to. [originally from svn r8453]
* Patch from James H to add keyboard control in Sixteen and NetslideSimon Tatham2009-01-26
| | | | | | (and also belatedly document the keyboard support in Unequal). [originally from svn r8432]
* Patch from James H to enable a single monolithic binary to be builtSimon Tatham2009-01-06
| | | | | | | | alongside the individual puzzle binaries, on Windows only. (MacOS already has it, of course; Unix would require about as much work again.) [originally from svn r8396]
* Patch from James H to centralise some generally useful cursor-Simon Tatham2008-09-13
| | | | | | handling functionality into misc.c. [originally from svn r8176]
* 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]
* New feature in midend.c which allows us to ask for the number of theSimon Tatham2008-04-08
| | | | | | | | | | currently selected preset, if any. I've used this in the GTK front end to have the Type menu mark the currently selected menu item. (After considerable beating of GTK with sticks, I might add. Grr.) Currently the same UI feature is not yet supported on Windows or MacOS, but I hope to do those too at some point if it's feasible. [originally from svn r7980]
* Ahem. Apparently forgot to compile-test after that one last tinySimon Tatham2008-04-07
| | | | | | change. [originally from svn r7977]
* Revise the printing colour framework so that we can explicitlySimon Tatham2008-04-07
| | | | | | | request either of hatching or halftoning, and also choose which to supply as a fallback when printing in colour. [originally from svn r7976]
* Substantial reworking of Solo so that it implements both Sudoku-XSimon Tatham2008-04-07
| | | | | | | | | | | | | | | | | | | | | | | | | | (require both main diagonals to have one of every digit in addition to all the usual constraints) and Jigsaw Sudoku (replace the array of rectangular sub-blocks with the sub-blocks being random polyominoes). To implement the latter, I've moved my `divvy.c' library routine out of the `unfinished' subdirectory. Jigsaw mode is currently an undocumented feature: you enable it by setting the rows parameter to 1 (and the columns parameter to your desired grid size, which unlike normal Sudoku can be anything you like including a prime number). The reason it's undocumented is because generation times are not yet reliably short: sometimes generating a jigsaw-type puzzle can hang for hours and still get nowhere. (The algorithm should terminate in principle, but not in any time you're prepared to wait.) I _think_ I know how to solve this, but have yet to try it. Until then, jigsaw mode will remain a hidden feature. Printing of X-type puzzles is also substandard at present, because the current print-colour API replaces the desired light shading of the X-cells with heavy diagonal hatching. I plan to adjust the API imminently to address this. [originally from svn r7974]
* 64-bit cleanliness: we were already carefully using a uint32 type inSimon Tatham2007-12-15
| | | | | | the SHA code, but it wasn't correctly defined! [originally from svn r7817]
* Add a new misc.c function needed by Slide's colour setup.Simon Tatham2007-05-07
| | | | [originally from svn r7552]
* Since we've changed the semantics of the `expand' argument to midend_size(),Jacob Nevins2007-03-03
| | | | | | change the name. Also document the new semantics. [originally from svn r7369]
* Provide my old drag-based interface to Net as an ifdef-enabledSimon Tatham2007-02-27
| | | | | | | option, and turn it on by default on stylus-based platforms (i.e. currently PocketPC). [originally from svn r7341]
* Dariusz Olszewski's changes to support compiling for PocketPC. ThisSimon Tatham2007-02-26
| | | | | | | | | | | | is mostly done with ifdefs in windows.c; so mkfiles.pl generates a new makefile (Makefile.wce) and Recipe enables it, but it's hardly any different from Makefile.vc apart from a few definitions at the top of the files. Currently the PocketPC build is not enabled in the build script, but with any luck I'll be able to do so reasonably soon. [originally from svn r7337]
* New puzzle: `Filling', a Fillomino implementation by Jonas Koelker.Simon Tatham2007-02-25
| | | | [originally from svn r7326]
* New mechanism for automatic generation of the puzzle screenshots onSimon Tatham2006-12-26
| | | | | | | | | | | | | | | | | | | the web, which I hope will also end up being extended to generate both Windows and X icons for each individual puzzle. The mechanism is: for each puzzle there's a save file in the `icons' subdirectory showing a game state which I think is a decent illustration of the puzzle, and then there's a nasty set of scripts which runs each puzzle binary, loads that save file, grabs a screenshot using xwd, and munges it into shape. In order to support this I've added two new options (--redo and --windowid) to all the GTK puzzles, which I don't expect ever to be used outside the icons makefile. I've also added two more options (--load and --id) which force a GTK puzzle to treat its command-line option as a save file or as a game ID respectively (the previous behaviour was always to guess, and sometimes it guessed wrong). [originally from svn r7014]
* HTML Help support for Puzzles, with the same kind of automaticSimon Tatham2006-12-24
| | | | | | fallback behaviour as PuTTY's support. [originally from svn r7009]
* Mike Pinna has done some major reworking of the Loopy solver, givingSimon Tatham2006-10-28
| | | | | | rise to a new Hard difficulty level. [originally from svn r6880]
* Extra utility function.Simon Tatham2006-08-05
| | | | [originally from svn r6780]
* Cleanup: relieve frontends of the duty to callSimon Tatham2005-10-22
| | | | | | | | | | | | | midend_rewrite_statusbar() and check the result against the last string returned. This is now done centrally in drawing.c, and the front end status bar function need only do what it says on the tin. While I'm modifying the prototype of drawing_init(), I've also renamed it drawing_new() for the same reason as random_new() (it _allocates_ a drawing object, rather than just initialising one passed in). [originally from svn r6420]
* 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]
* Cleanup: rename random_init() to random_new(), because it actuallySimon Tatham2005-10-22
| | | | | | | _allocates_ a random_state rather than just initialising one passed in by the caller. [originally from svn r6412]
* James H has implemented a new `Tricky' difficulty level in Light Up:Simon Tatham2005-09-01
| | | | | | | | | | | | | | | | | | 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]
* Native Windows printing support, using the infrastructure I put inSimon Tatham2005-08-20
| | | | | | | | | | | | | | | | | | | | | 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]
* 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]
* New puzzle: `Slant', picked from the Japanese-language section ofSimon Tatham2005-08-02
| | | | | | | | | | | 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]
* Various cleanups and clarifications to devel.but; some from RichardSimon Tatham2005-08-01
| | | | | | | | | 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]
* Another game from James H: `Black Box'.Simon Tatham2005-07-17
| | | | [originally from svn r6100]
* New puzzle: `Untangle', cloned (with the addition of random gridSimon Tatham2005-07-16
| | | | | | | | | | | | | | | 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]
* Introduce a `shuffle' utility function.Simon Tatham2005-07-14
| | | | [originally from svn r6090]