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.
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.
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.
I noticed that state->common, which is shared between all the game
states in an undo chain, has a 'solved' flag in it. That's not right -
solvedness as a property of a particular state on the chain belongs in
the game_state itself, and having-at-one-point-been-solved-ness as a
persistent property of the whole chain belongs in the game_ui.
Fortunately, the game isn't actually doing it wrong:
state->common->solved is set once and then never read, so it must have
been left in from early abandoned code. Now removed.
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.
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.
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.
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.
- Mark a clue as an error if too many monsters are seen, even if
some squares are empty.
- Mark a clue as an error if too few monsters are seen, taking into
account how many more sightings are possible given the number of
empty squares and how many times each of them are visited.
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.
The is_hint_stale() function has the side effect of copying a path
hint's new colour-relevant information into the game_drawstate, where
draw_path_hint will then use it. But it returns TRUE early in some
situations, notably !ds->started, which can happen after the actual
game start if the window is resized and a fresh drawstate is created.
This patch, thanks to Chris Boyle, fixes it by eliminating the early
returns from is_hint_stale - the return value is unchanged, but now
the side effects happen reliably.
Now they're centred within the spare grid cell at the top of the
playing area, rather than being too far down so that the bottoms of
the monster drawings collide with the background of the path clues at
large magnification. Also, while I'm here, I've simplified the code
that draws the monster counts, by moving duplicated parts out of the
branches of the 'if'.
(In fact, almost all of this patch is cleanup; the only substantive
change is the one that changes dy from TILESIZE/2 to TILESIZE/4.)
[originally from svn r10108]
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]
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]
not only enumerating all possible arrangements of monsters along a
sight-line in O(3^n) time, but also allocated memory for them all and
then does a quadratic-time loop over that list to find arrangements
with a unique visibility count from both ends. Spotted by the new
'make test', which observed that 7x7dn#517035041807425 took 45 seconds
to generate.
This revised version still does the initial O(3^n) enumeration, which
can probably be got rid of as well with a bit more thought, but it now
doesn't allocate nearly so much memory and it spots uniques
efficiently. The above random seed now generates the same game ID in
less than a second, which drops this puzzle off the 'make test' hit
list of things most obviously needing speedup.
[originally from svn r9826]
rectangle, which showed up on the Javascript front end since the JS
canvas doesn't start out defaulting to COL_BACKGROUND. Fixed it to
draw_update to the edge of its area, and while I'm at it, narrowed the
border (since this proves we didn't really need that much space
anyway).
[originally from svn r9795]
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]
'Haunted Mirror Maze', a game involving placing ghosts, zombies and
vampires in a grid so that the right numbers of them are visible along
sight-lines reflected through multiple mirrors.
[originally from svn r9652]