73 Commits

Author SHA1 Message Date
78bc9ea7f7 Add method for frontends to query the backend's cursor location.
The Rockbox frontend allows games to be displayed in a "zoomed-in"
state targets with small displays. Currently we use a modal interface
-- a "viewing" mode in which the cursor keys are used to pan around
the rendered bitmap; and an "interaction" mode that actually sends
keys to the game.

This commit adds a midend_get_cursor_location() function to allow the
frontend to retrieve the backend's cursor location or other "region of
interest" -- such as the player location in Cube or Inertia.

With this information, the Rockbox frontend can now intelligently
follow the cursor around in the zoomed-in state, eliminating the need
for a modal interface.
2020-12-07 19:40:06 +00:00
907c42bcf0 Fix build failure reported in gcc 9.
Apparently gcc 9 is clever enough to say 'Hey, runtime field width in
an sprintf targeting a fixed-size buffer!', but not clever enough to
notice that the width was computed earlier as the max of lots of
default-width sprintfs into the same buffer (so _either_ it's safe, or
else - on a hypothetical platform with a 263-bit int - the damage was
already done).

Added a bounds check or two to keep it happy.
2019-09-01 22:26:22 +01:00
5f5b284c0b Use C99 bool within source modules.
This is the main bulk of this boolification work, but although it's
making the largest actual change, it should also be the least
disruptive to anyone interacting with this code base downstream of me,
because it doesn't modify any interface between modules: all the
inter-module APIs were updated one by one in the previous commits.
This just cleans up the code within each individual source file to use
bool in place of int where I think that makes things clearer.
2018-11-13 21:48:24 +00:00
a550ea0a47 Replace TRUE/FALSE with C99 true/false throughout.
This commit removes the old #defines of TRUE and FALSE from puzzles.h,
and does a mechanical search-and-replace throughout the code to
replace them with the C99 standard lowercase spellings.
2018-11-13 21:48:24 +00:00
a76d269cf2 Adopt C99 bool in the game backend API.
encode_params, validate_params and new_desc now take a bool parameter;
fetch_preset, can_format_as_text_now and timing_state all return bool;
and the data fields is_timed, wants_statusbar and can_* are all bool.
All of those were previously typed as int, but semantically boolean.

This commit changes the API declarations in puzzles.h, updates all the
games to match (including the unfinisheds), and updates the developer
docs as well.
2018-11-13 21:34:42 +00:00
60a929a250 Add a request_keys() function with a midend wrapper.
This function gives the front end a way to find out what keys the back
end requires; and as such it is mostly useful for ports without a
keyboard. It is based on changes originally found in Chris Boyle's
Android port, though some modifications were needed to make it more
flexible.
2018-04-22 17:04:50 +01:00
a58c1b216b Make the code base clean under -Wwrite-strings.
I've also added that warning option and -Werror to the build script,
so that I'll find out if I break this property in future.
2017-10-01 16:35:40 +01:00
b3243d7504 Return error messages as 'const char *', not 'char *'.
They're never dynamically allocated, and are almost always string
literals, so const is more appropriate.
2017-10-01 16:34:41 +01:00
de67801b0f Use a proper union in struct config_item.
This allows me to use different types for the mutable, dynamically
allocated string value in a C_STRING control and the fixed constant
list of option names in a C_CHOICES.
2017-10-01 16:34:41 +01:00
eeb2db283d New name UI_UPDATE for interpret_move's return "".
Now midend.c directly tests the returned pointer for equality to this
value, instead of checking whether it's the empty string.

A minor effect of this is that games may now return a dynamically
allocated empty string from interpret_move() and treat it as just
another legal move description. But I don't expect anyone to be
perverse enough to actually do that! The main purpose is that it
avoids returning a string literal from a function whose return type is
a pointer to _non-const_ char, i.e. we are now one step closer to
being able to make this code base clean under -Wwrite-strings.
2017-10-01 15:18:14 +01:00
a7dc17c425 Rework the preset menu system to permit submenus.
To do this, I've completely replaced the API between mid-end and front
end, so any downstream front end maintainers will have to do some
rewriting of their own (sorry). I've done the necessary work in all
five of the front ends I keep in-tree here - Windows, GTK, OS X,
Javascript/Emscripten, and Java/NestedVM - and I've done it in various
different styles (as each front end found most convenient), so that
should provide a variety of sample code to show downstreams how, if
they should need it.

I've left in the old puzzle back-end API function to return a flat
list of presets, so for the moment, all the puzzle backends are
unchanged apart from an extra null pointer appearing in their
top-level game structure. In a future commit I'll actually use the new
feature in a puzzle; perhaps in the further future it might make sense
to migrate all the puzzles to the new API and stop providing back ends
with two alternative ways of doing things, but this seemed like enough
upheaval for one day.
2017-04-26 21:51:23 +01:00
251b21c418 Giant const patch of doom: add a 'const' to every parameter in every
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]
2013-04-13 10:37:32 +00:00
0b93de904a Add 'const' to the game_params arguments in validate_desc and
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]
2013-04-12 17:11:49 +00:00
3b250baa02 New rule: interpret_move() is passed a pointer to the game_drawstate
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]
2012-09-09 18:40:12 +00:00
73daff3937 Changed my mind about midend_is_solved: I've now reprototyped it as
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]
2011-06-19 13:43:35 +00:00
2efc77d2fd Fix warnings generated by gcc 4.6.0 about variables set but not
thereafter read. Most of these changes are just removal of pointless
stuff or trivial reorganisations; one change is actually substantive,
and fixes a bug in Keen's clue selection (the variable 'bad' was
unreferenced not because I shouldn't have set it, but because I
_should_ have referenced it!).

[originally from svn r9164]
2011-05-04 18:22:14 +00:00
980880be1f Add a function to every game backend which indicates whether a game
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]
2011-04-02 16:19:12 +00:00
64e78f644c Liam Clarke points out that the use of the word 'radius' to describe
the size of the rotating sections in Twiddle is a misnomer, since
it's actually measuring something more like the diameter of the
section. Replace the word throughout with 'rotating block size' or
similar.

[originally from svn r9013]
2010-10-01 11:46:32 +00:00
8a3f525a54 Keyboard control patch for Twiddle, from James H.
[originally from svn r8438]
2009-01-28 18:27:10 +00:00
a7431c0b7c New infrastructure feature. Games are now permitted to be
_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]
2008-09-06 09:27:56 +00:00
7b1f7d3e01 HTML Help support for Puzzles, with the same kind of automatic
fallback behaviour as PuTTY's support.

[originally from svn r7009]
2006-12-24 15:56:47 +00:00
a3b837c698 Cleanup: remove the `just_used_solve' field from a number of games
which didn't actually need it. It was originally introduced in
Fifteen to suppress animation on Solve moves, but midend.c now does
that centrally unless the game specifically instructs it otherwise.
Therefore, just_used_solve is obsolete in all games which previously
used it. (Mines was even worse: it scrupulously maintained the
correctness of the field but never used it!)

Untangle is exempt from this cleanup: its `just_solved' field is
used to change the _length_ of the animation on Solve moves, not to
suppress it entirely, and so it has to stay.

[originally from svn r6419]
2005-10-22 17:00:35 +00:00
eb2013efc0 Cleanup: it was absolutely stupid for game_wants_statusbar() to be a
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]
2005-10-22 16:52:16 +00:00
40fcf516f4 Cleanup: remove the game_state parameter to game_colours(). No game
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]
2005-10-22 16:44:38 +00:00
b7f192eea3 Cleanup: the `mouse_priorities' field in the back end has been a
more general-purpose flags word for some time now. Rename it to
`flags'.

[originally from svn r6414]
2005-10-22 16:35:23 +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
e33a57b703 Quite a few instances of the Cardinal Error of Ctype were turned up
by a grep I just did. Oops.

[originally from svn r6113]
2005-07-17 17:10:11 +00:00
3d2c442bc4 game_timing_state() now has access to the game_ui. This means that
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]
2005-07-10 10:17:13 +00:00
753339737e Refactoring from James H: the highlight and lowlight colour setup
common to Fifteen, Sixteen, Twiddle and Pegs is now a utility
function in misc.c.

[originally from svn r6076]
2005-07-06 18:27:40 +00:00
f3c95109c7 Add a `full' parameter to validate_params(), analogous to the one in
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]
2005-07-05 21:27:19 +00:00
b74dac6de2 Refactored the game_size() interface, which was getting really
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]
2005-07-05 18:13:31 +00:00
64e114cce1 draw_polygon() and draw_circle() have always had a portability
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]
2005-07-03 09:35:29 +00:00
118abb4fc9 General robustness patch from James Harvey:
- most game_size() functions now work in doubles internally and
   round to nearest, meaning that they have less tendency to try to
   alter a size they returned happily from a previous call
 - couple of fiddly fixes (memory leaks, precautionary casts in
   printf argument lists)
 - midend_deserialise() now constructs an appropriate drawstate,
   which I can't think how I overlooked myself since I _thought_ I
   went through the entire midend structure field by field!

[originally from svn r6041]
2005-06-30 09:07:00 +00:00
ea172a0460 New {en,de}code_ui functions should be static. Oops.
[originally from svn r6031]
2005-06-28 17:43:50 +00:00
89fdc09c29 More serialisation changes: the game_aux_info structure has now been
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]
2005-06-28 11:14:09 +00:00
cdb8433c0a Another function pair required for serialisation; these ones save
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]
2005-06-28 07:33:49 +00:00
76d50e6905 Re-architecting of the game backend interface. make_move() has been
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]
2005-06-27 19:34:54 +00:00
f01f82105e Infrastructure change which I've been thinking about for a while:
the back end function solve_game() now takes the _current_
game_state in addition to the initial one.

[originally from svn r5969]
2005-06-17 18:54:58 +00:00
ee059bc60c Disable shuffle overlap checking in the special case w=h=n.
[originally from svn r5940]
2005-06-10 11:34:02 +00:00
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
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
42a2d7d61c Gareth points out that the recess highlights around the outside of
the grid, in all games that have them, are drawn incorrectly when
the grid is not square. Fixed.

[originally from svn r5893]
2005-06-01 07:22:21 +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
0c7f777ecb Improved the limited shuffle mechanism in Sixteen and Twiddle. They
were already making sure that no shuffle move was the precise
inverse of the previous one, or contributed to repeating the
previous one so many times as to turn it into effectively fewer
moves (doing the same rotation three times in Twiddle, or shifting a
row by more than half its length in Sixteen). However, they were
only checking against the _last_ move, which meant that in any
situation where there were completely disjoint move spaces (4x4n2
Twiddle, or any Sixteen at all) it was still possible to have A then
B then inv(A) occurring in the shuffle, leading to an unnecessarily
easy game.

Now both shuffle routines keep separate track of all
_non-overlapping_ recent moves, and will avoid inverting any move
which hasn't had another move overlap it since it was made. This
should reduce the incidence of too-easy limited shuffle games,
although it can't be prevented _entirely_ (since, if nothing else,
it's always possible to increase the shuffle limit past the maximum
group radius).

[originally from svn r5875]
2005-05-31 11:19:11 +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