115 Commits

Author SHA1 Message Date
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
d95f476d8b Solo: add a missing params constraint for X puzzles.
Michael Quevillon points out that neither 2x1 nor 3x1 Solo can be made
into an X Sudoku puzzle, on the grounds that whatever number goes in
one corner of the grid is ruled out from both ends (and the centre, if
any) of the opposing diagonal, and hence the X constraint can't be
satisfied.

(Also fixed a spurious full stop on a neighbouring line.)
2018-04-08 17:55:59 +01:00
c6e0161dd4 Fix false-positive completion detection in X Solo.
Spotted by Michael Quevillon. After checking the set of digits
appearing in one of the two main grid diagonals, we weren't clearing
the used[] array before using it to check the same thing about the
other diagonal. So if the first diagonal we check has one of
everything, then the second will be misidentified as correct (for the
purposes of game-completion detection, although not error
highlighting) even if it doesn't have one of everything.
2018-03-25 22:27:38 +01:00
69773d855b Solo: remove some overzealous assertions in the solver.
There were a couple of places where we enforced by assertion that our
solver state had not become inconsistent, on the assumption that some
previous piece of solver would have detected that the puzzle was
impossible before getting to that place in the code.

But in fact the combination of Killer and Unreasonable modes falsified
at least two of those assumptions: 'solo --test-solve --generate 100
3x3kdu#12345' triggered an assertion failure in solver_set, and with
that one fixed, the same command triggered a second failure in
solver_killer_sums.

In both cases, the fix is simply to return -1 for 'puzzle is
inconsistent', which will cause the Unreasonable recursive solver to
abandon that branch of its search tree, backtrack, and try a different
guess at some previous square.

Thanks to Anders Höglund for the report.
2017-10-28 11:47:12 +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
3ce69e84ca Fix completion checking in Killer Solo.
The check_valid() function was not verifying that each Killer cage
summed to the right thing! Thanks to Chris Goodyer for spotting it. I
wonder how nobody else has, in 8 years.
2016-10-28 18:57:50 +01:00
5e1c335eea Solo, Undead: support 'm' to fill in all pencils.
Keen, Towers and Unequal (and Group) already have this feature in
common: pressing m while no square is selected, causes a full set of
pencil marks to be filled in for every square without a real number/
letter/whatever in it. Solo and Undead share the basic UI principles
(left-click to select a square then type a thing to go in it, vs
right-click to select a square then type things to pencil-mark in it),
but did not have that same feature. Now they do.
2015-07-13 19:06:53 +01:00
078d3c0a6d Remove an inappropriate assertion in validation context.
spec_to_dsf() should not report invalid input by failing an assertion,
because one of the contexts it's called from is validate_desc(), in
which the whole point is to present a useful error message to the user
before getting to the point where an assertion might go off at all.

Game description 5j:c1_5o4_3c,c___aba___cca_a_a_aca now fails
validation cleanly, where previously it would trigger this bug.
2014-11-26 21:25:02 +00:00
d7a4c52937 Fix a decoding bug in Solo block-structure descriptions.
Due to a copy-and-paste error, I was accidentally treating 'y' as the
special-case character which puts no 1 bit after the run of 0s, which
should have been 'z'. Game id 9jk#12345-5994 failed an assertion as a
result (because it generates a y which was accidentally treated as
special).
2014-11-26 19:27:35 +00:00
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
bbf800e49e Don't fail an assertion when setting up the provided clues at the
start of the solver, if they contradict each other. (Could trigger on
user-provided grids.)

[originally from svn r9594]
2012-07-29 21:29:26 +00:00
bd20565c94 Correct kdiff setting.
[originally from svn r9403]
2012-02-02 23:04:46 +00:00
e6b4800d86 Don't try to run solver_killer_sums on a Killer cage with only one
square. It isn't equipped for it, and will try to handle it with the
4-square case and get confused. This can come up if the
DIFF_KINTERSECT pass before that split a cage, and will cause the
solver to miss valid solutions; e.g. 3x3kadu#802065940985372 would
generate an ambiguous puzzle before this change.

[originally from svn r9402]
2012-02-02 23:04:43 +00:00
e3b21ef6c5 Fix a couple of typos in messages.
[originally from svn r9401]
2012-02-02 23:04:38 +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
3e0822228a Fix mismatch between printf format strings and arguments in some
solosolver verbose diagnostics in X mode. Also added gcc-specific
prototypes with __attribute__((format)) to ensure they all get checked
in future.

Spotted by Arun Giridhar; segfault without this fix is reproducible by
'solosolver -v 3x3x:7_9e4_1c7d3e3d1b2_4e2c6e5_6b1d8e5d9c8_2e9_5'.

[originally from svn r9151]
2011-04-11 17:32:44 +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
2bdabe31cf Jonas Koelker points out that the backspace key didn't work in GTK
Guess, because Guess expected ^H whereas GTK generated ^?. Other
puzzles that use Backspace do it by being prepared to see either,
which seems wasteful. Now the midend normalises both into ^H, so
front ends can generate whichever they like while puzzles can
safely just look for ^H.

[originally from svn r8786]
2009-12-20 10:01:57 +00:00
0687980f0c Memory management and other fixes from James H.
[originally from svn r8596]
2009-06-17 20:01:45 +00:00
3cd83d05e8 Fix a misdesign I must have missed when I reviewed the Killer patch:
merge_some_cages() was written in the assumption that it would
always be able to do something, in that it returned void on success
and if it couldn't find anything to do it would just loop round
forever trying the same things over and over again.

Now it makes a methodical list of the pairs of cages which are merge
candidates, goes through them in a random order until it finds a
viable one, and returns a boolean indicating whether it succeeded or
ran out of candidates.

A test case which previously hung and now does not is "solo
--generate 1 7jxkdt#12345-10".

[originally from svn r8541]
2009-04-30 17:56:56 +00:00
4bb9232bcb check_valid() wasn't checking that Killer cages contain at most one
of each digit, and - perhaps more importantly - the display code
wasn't highlighting violations of that rule as an error. Fix both.

[originally from svn r8540]
2009-04-29 23:11:10 +00:00
66efa90048 Patch from James H to provide 16-bit-int cleanliness in Killer Solo.
[originally from svn r8489]
2009-03-02 23:32:43 +00:00
cc7024b433 Fix cosmetic glitch in the interaction between Killer and Jigsaw
modes.

[originally from svn r8463]
2009-02-24 07:49:01 +00:00
3d6de1eb47 A substantial patch to Solo from Bernd Schmidt, adding support for
the 'Killer Sudoku' puzzle type. As a side effect I've had to
increase the default tile size of Solo, so that the extra numbers
drawn in the squares in Killer mode were still legible.

[originally from svn r8455]
2009-02-22 12:16:54 +00:00
f46eceb714 Keyboard control patch for Solo, from James H.
[originally from svn r8418]
2009-01-19 18:38:29 +00:00
a35c660284 Patch from Chris Boyle to prevent Solo's inter-block dividing lines
from becoming indistinguishable from the intra-block ones at low
tile sizes.

[originally from svn r8259]
2008-11-02 14:29:41 +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
83121fb826 Shamelessly pander to compilers whose data flow warning systems
insist that a variable should be initialised in all branches of an
if, instead of just all the non-assertion-failing ones.

[originally from svn r7989]
2008-04-14 11:32:06 +00:00
ea13d39a17 Having got Jigsaw mode generation working at reasonable speed, we
can now productise it.

[originally from svn r7979]
2008-04-08 10:30:18 +00:00
c8a843ee62 Improvements to filled-grid generation. Introduced a cunning idea
suggested by IWJ last night: grid generation can immediately choose
an entire grid row randomly, since all that's doing is nailing down
the names of the numbers, and that gets the whole thing started more
efficiently. But the main difference is that now grid generation is
given only area^2 steps to come up with a filled grid, and then cut
off unceremoniously, causing grid generation to fail and be retried
from scratch. This seems to prevent hangups on jigsaw layouts that
admit few useful solutions, by changing layout constantly. 9j
puzzles now generate at a sensible rate, and as an added bonus so do
5x5 normal puzzles, which they never used to.

[originally from svn r7978]
2008-04-08 09:36:33 +00:00
0564211167 Revise the printing colour framework so that we can explicitly
request either of hatching or halftoning, and also choose which to
supply as a fallback when printing in colour.

[originally from svn r7976]
2008-04-07 17:13:29 +00:00
30da25262d Pedantic tweaks to allow successful compilation on Windows. (gcc
failed to point out a declaration after a statement, and gcc's
linker was clever enough to optimise the call to divvy_rectangle()
out of solosolver so that I didn't have to include divvy.c in that.)

[originally from svn r7975]
2008-04-07 17:12:21 +00:00
93103eeca4 Substantial reworking of Solo so that it implements both Sudoku-X
(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]
2008-04-07 15:56:42 +00:00
f7e755628b Gary Wong observes that solo's decode_params() is overenthusiastic
about eating the letter `d' (for `diagonal') when it appears in a
symmtery description: it should only be used after `m', because
mirror symmetry is the only type that can be diagonal. This was
causing parsing of the parameter description `3x3adu' to produce the
wrong answer: the d would be swallowed, then the u ignored for being
incomprehensible, and you'd get default Trivial difficulty.

[originally from svn r7386]
2007-03-11 10:12:45 +00:00
4212ef4bd2 Gary Wong points out that solosolver's verbose output is
inconsistent in whether it numbers rows and columns from zero or
from one. Standardise on one.

[originally from svn r7385]
2007-03-11 10:04:00 +00:00
15f70f527a Dariusz Olszewski's changes to support compiling for PocketPC. This
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]
2007-02-26 20:35:47 +00:00
a7f19c87a9 Phil Bordelon points out an off-by-one error: since Solo doesn't use
zero as a valid puzzle symbol, it can support at most 35 symbols,
not 36. (This is largely academic since IME anything above about 25
is impractical to generate, but there we go.)

[originally from svn r7115]
2007-01-15 23:30:44 +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
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