64 Commits

Author SHA1 Message Date
a11ee53ef8 Keen, Solo, Towers, Undead, Unequal, Group: new UI preference.
If you're using the mouse to change pencil marks, you have to
right-click to pencil-highlight a square, then press a number or
letter key to add or remove a highlight. That causes the highlight to
vanish again. So adding or removing multiple pencil marks requires a
right-click + keypress per mark.

Chris's Android port reversed that decision, making the pencil
highlight persist so that you could 'click' just once and then press
multiple pencil keys. That makes it easier to add lots of highlights,
but harder to just remove a single one (click + press + click to
remove the highlight), unless you don't mind keeping the highlight
around afterwards cluttering up your view.

In other words, this is just the sort of thing users might reasonably
disagree on. So now we have an organised preferences system, we can
let them disagree, and each configure it whichever way they like!

This only affects mouse-based play. The keyboard cursor has _always_
worked this way, because it doesn't disappear at all; its behaviour is
unchanged, and independent of the new preference.
2023-08-13 14:35:50 +01:00
5ec86c03a8 move_cursor(): handle visible flag; return useful value
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
2023-08-09 11:44:25 +01:00
a9af3fda1d Rename UI_UPDATE as MOVE_UI_UPDATE
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
2023-06-11 00:33:27 +01:00
0058331aeb New backend functions: get_prefs and set_prefs.
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
2023-04-23 13:25:06 +01:00
a4fca3286f Pass a game_ui to compute_size, print_size and print.
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
2023-04-21 16:18:04 +01:00
418cb3a567 Make encode_ui() and decode_ui() optional in back-ends
The majority of back-ends define encode_ui() to return NULL and
decode_ui() to do nothing.  This commit allows them to instead specify
the relevant function pointers as NULL, in which case the mid-end won't
try to call them.

I'm planning to add a parameter to decode_ui(), and if I'm going to have
to touch every back-end's version of decode_ui(), I may as well ensure
that most of them never need to be touched again.  And obviously
encode_ui() should go the same way for symmetry.
2023-04-08 20:08:16 +01:00
3b9cafa09f Fall back to <math.h> if <tgmath.h> doesn't work.
This fixes a build failure introduced by commit 2e48ce132e011e8
yesterday.

When I saw that commit I expected the most likely problem would be in
the NestedVM build, which is currently the thing with the most most
out-of-date C implementation. And indeed the NestedVM toolchain
doesn't have <tgmath.h> - but much more surprisingly, our _Windows_
builds failed too, with a compile error inside <tgmath.h> itself!

I haven't looked closely into the problem yet. Our Windows builds are
done with clang, which comes with its own <tgmath.h> superseding the
standard Windows one. So you'd _hope_ that clang could make sense of
its own header! But perhaps the problem is that this is an unusual
compile mode and hasn't been tested.

My fix is to simply add a cmake check for <tgmath.h> - which doesn't
just check the file's existence, it actually tries compiling a file
that #includes it, so it will detect 'file exists but is mysteriously
broken' just as easily as 'not there at all'. So this makes the builds
start working again, precisely on Ben's theory of opportunistically
using <tgmath.h> where possible and falling back to <math.h>
otherwise.

It looks ugly, though! I'm half tempted to make a new header file
whose job is to include a standard set of system headers, just so that
that nasty #ifdef doesn't have to sit at the top of almost all the
source files. But for the moment this at least gets the build working
again.
2023-04-06 07:08:04 +01:00
2e48ce132e Replace <math.h> with <tgmath.h> throughout
C89 provided only double-precision mathematical functions (sin() etc),
and so despite using single-precision elsewhere, those are what Puzzles
has traditionally used.  C99 introduced single-precision equivalents
(sinf() etc), and I hope it's been long enough that we can safely use
them.  Maybe they'll even be faster.

Rather than directly use the single-precision functions, though, we use
the magic macros from <tgmath.h> that automatically choose the precision
of mathematical functions based on their arguments.  This has the
advantage that we only need to change which header we include, and thus
that we can switch back again if some platform has trouble with the new
header.
2023-04-04 21:43:25 +01:00
6dac51795e Add an environment variable to control initial cursor visibility
If you define PUZZLES_INITIAL_CURSOR=y, puzzles that have a keyboard
cursor will default to making it visible rather than invisible at the
start of a new game.  Behaviour is otherwise the same, so mouse actions
will cause the cursor to vanish and keyboard actions will cause it to
appear.  It's just the default that has changed.

The purpose of this is for use on devices and platforms where the
primary or only means of interaction is keyboard-based.  In those cases,
starting with the keyboard cursor invisible is weird and a bit
confusing.
2023-03-22 16:58:22 +00:00
5fa60c4d46 Unequal: use %u to format an unsigned int 2023-02-18 21:32:58 +00:00
873d613dd5 Fix missing statics and #includes on variables.
After Ben fixed all the unwanted global functions by using gcc's
-Wmissing-declarations to spot any that were not predeclared, I
remembered that clang has -Wmissing-variable-declarations, which does
the same job for global objects. Enabled it in -DSTRICT=ON, and made
the code clean under it.

Mostly this was just a matter of sticking 'static' on the front of
things. One variable was outright removed ('verbose' in signpost.c)
because after I made it static clang was then able to spot that it was
also unused.

The more interesting cases were the ones where declarations had to be
_added_ to header files. In particular, in COMBINED builds, puzzles.h
now arranges to have predeclared each 'game' structure defined by a
puzzle backend. Also there's a new tiny header file gtk.h, containing
the declarations of xpm_icons and n_xpm_icons which are exported by
each puzzle's autogenerated icon source file and by no-icon.c. Happily
even the real XPM icon files were generated by our own Perl script
rather than being raw xpm output from ImageMagick, so there was no
difficulty adding the corresponding #include in there.
2023-02-18 08:55:13 +00:00
97b03cc67a Don't allow moves that change the constraints in Unequal
Unequal has a flags word per cell.  Some of those flags are fixed,
like the locations of the ">" signs, but others indicate errors and
are used to allow the player to mark clues as "spent".  Move strings
beginning with "F" allow the user to change the "spent" flags, but
they shouldn't allow the user to change any other flags, especially
those marking the constraints.

Without this fix, the following save file gives a "solver_nminmax:
Assertion `x >= 0 && y >= 0 && x < o && y < o' failed" after it adds a
clue that points off the board:

SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
GAME    :7:Unequal
PARAMS  :3:3e0
CPARAMS :3:3e0
DESC    :17:0,0,0,0,0,0,0,0,0
NSTATES :2:3
STATEPOS:1:3
MOVE    :6:F2,0,4
MOVE    :1:H
2023-02-11 22:49:36 +00:00
bd5c0a37a0 Unequal: fix sense error in latin_solver_alloc fix.
In commit 5030d87903191d5 I gave latin_solver_alloc a return value,
and introduced a check of that value at every call site. One of the
checks was backwards, with the effect that Unequal game generation now
more or less always fails an assertion. For example:

$ unequal --generate 1 4#12345
unequal: unequal.c:1072: gg_best_clue: Assertion `best != -1' failed.
2023-02-08 18:22:23 +00:00
84ec2a0a77 Unequal: Don't insist that solve moves must actually solve
A corrupt save file can include an "S" move that doesn't give a valid
solution.  An assertion failure ("execute_move: Assertion `rc > 0'
failed.") at that point is rude, so now we just don't set the
"completed" flag in that case.  We still set the "cheated" flag, to
reward (lack of) effort.

Here's a trivial test case:

SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
GAME    :7:Unequal
CPARAMS :1:3
PARAMS  :1:3
DESC    :17:0,0,0,0,0,0,0,0,0
NSTATES :1:2
STATEPOS:1:2
MOVE    :10:S222222222
2023-02-05 20:58:21 +00:00
5030d87903 latin_solver_alloc: handle clashing numbers in input grid.
In the setup phase of the centralised latin.c solver, we start by
going over the input grid containing already-placed clue numbers, and
calling latin_solver_place to enter each on into the solver's data
structure. This has the side effect of ruling out each number from the
rest of the row and column, and _also_ checking by assertion that the
number being placed is not ruled out.

Those are a bad combination, because it means that if you give an
obviously inconsistent input grid to latin_solver_alloc (e.g. with two
identical numbers in a row already), it will fail an assertion. In
that situation, you want the solver run as a whole to return
diff_impossible so that the error is reported cleanly.

This assertion failure could be provoked by giving either Towers or
Group a manually-constructed game description inconsistent in that
way, and hitting Solve. Worse, it could be provoked during live play
in Unequal, by filling in a number clashing with a clue and then
pressing 'h' to get hints.
2023-02-05 10:41:17 +00:00
789e11f8f8 Remove various unused game functions
If can_configure is false, then the game's configure() and
custom_params() functions will never be called.  If can_solve is false,
solve() will never be called.  If can_format_as_text_ever is false,
can_format_as_text_now() and text_format() will never be called.  If
can_print is false, print_size() and print() will never be called.  If
is_timed is false, timing_state() will never be called.

In each case, almost all puzzles provided a function nonetheless.  I
think this is because in Puzzles' early history there was no "game"
structure, so the functions had to be present for linking to work.  But
now that everything indirects through the "game" structure, unused
functions can be left unimplemented and the corresponding pointers set
to NULL.

So now where the flags mentioned above are false, the corresponding
functions are omitted and the function pointers in the "game" structures
are NULL.
2023-01-31 23:25:05 +00:00
4ec2c58045 When filling in or blanking a square, don't generate null moves
This applies to various square-filling games: Keen, Solo, Towers,
Undead, and Unequal.  In all cases, selecting a square and pressing the
number that was already in it, or selecting an empty square and pressing
Backspace, would add a move to the undo chain that did nothing.  This
also meant that the convention where Backspace from the top level of an
application in KaiOS leaves the application didn't work.

Now the various interpret_move() functions check the current state of
the grid, and return NULL or UI_UPDATE where a move wouldn't change the
board.  UI_UPDATE is returned in the case where the cursor was put in
place using the mouse, because in those cases I think the cursor should
still be hidden again.  NULL is returned when the cursor was put in
place by keyboard, because then there's really nothing to do.
2022-12-27 15:18:42 +00:00
a3310ab857 New backend function: current_key_label()
This provides a way for the front end to ask how a particular key should
be labelled right now (specifically, for a given game_state and
game_ui).  This is useful on feature phones where it's conventional to
put a small caption above each soft key indicating what it currently
does.

The function currently provides labels only for CURSOR_SELECT and
CURSOR_SELECT2.  This is because these are the only keys that need
labelling on KaiOS.

The concept of labelling keys also turns up in the request_keys() call,
but there are quite a few differences.  The labels returned by
current_key_label() are dynamic and likely to vary with each move, while
the labels provided by request_keys() are constant for a given
game_params.  Also, the keys returned by request_keys() don't generally
include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary
on platforms with pointing devices.  It might be possible to provide a
unified API covering both of this, but I think it would be quite
difficult to work with.

Where a key is to be unlabelled, current_key_label() is expected to
return an empty string.  This leaves open the possibility of NULL
indicating a fallback to button2label or the label specified by
request_keys() in the future.

It's tempting to try to implement current_key_label() by calling
interpret_move() and parsing its output.  This doesn't work for two
reasons.  One is that interpret_move() is entitled to modify the
game_ui, and there isn't really a practical way to back those changes
out.  The other is that the information returned by interpret_move()
isn't sufficient to generate a label.  For instance, in many puzzles it
generates moves that toggle the state of a square, but we want the label
to reflect which state the square will be toggled to.  The result is
that I've generally ended up pulling bits of code from interpret_move()
and execute_move() together to implement current_key_label().

Alongside the back-end function, there's a midend_current_key_label()
that's a thin wrapper around the back-end function.  It just adds an
assertion about which key's being requested and a default null
implementation so that back-ends can avoid defining the function if it
will do nothing useful.
2022-12-09 20:48:30 +00:00
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
66b9e8c7de Unequal: fill in the latin.c validator function.
This too seems to have made no difference: each of the commands
    unequal --generate 1000 6dr#12345
    unequal --generate 1000 6adr#12345
delivers the same list of puzzles before and after the fix.
2020-05-23 10:25:38 +01:00
f21d3e4c74 latin.c: call a user-provided validator function. [NFC]
I've only just realised that there's a false-positive bug in the
latin.c solver framework.

It's designed to solve puzzles in which the solution is a latin square
but with some additional constraints provided by the individual
puzzle, and so during solving, it runs a mixture of its own standard
deduction functions that apply to any latin-square puzzle and extra
functions provided by the client puzzle to do deductions based on the
extra clues or constraints.

But what happens if the _last_ move in the solving process is
performed by one of the latin.c built-in methods, and it causes a
violation of the client puzzle's extra constraints? Nothing will ever
notice, and so the solver will report that the puzzle has a solution
when it actually has none.

An example is the Group game id 12i:m12b9a1zd9i6d10c3y2l11q4r . This
was reported by 'groupsolver -g' as being ambiguous. But if you look
at the two 'solutions' reported in the verbose diagnostics, one of
them is arrant nonsense: it has no identity element at all, and
therefore, it fails associativity all over the place. Actually that
puzzle _does_ have a unique solution.

This bug has been around for ages, and nobody has reported a problem.
For recursive solving, that's not much of a surprise, because it would
cause a spurious accusation of ambiguity, so that at generation time
some valid puzzles would be wrongly discarded, and you'd never see
them. But at non-recursive levels, I can't see a reason why this bug
_couldn't_ have led one of the games to present an actually impossible
puzzle believing it to be soluble.

Possibly this never came up because the other clients of latin.c are
more forgiving of this error in some way. For example, they might all
be very likely to use their extra clues early in the solving process,
so that the requirements are already baked in by the time the final
grid square is filled. I don't know!

Anyway. The fix is to introduce last-minute client-side validation:
whenever the centralised latin_solver thinks it's come up with a
filled grid, it should present it to a puzzle-specific validator
function and check that it's _really_ a legal solution.

This commit does the plumbing for all of that: it introduces the new
validator function as one of the many parameters to latin_solver, and
arranges to call it in an appropriate way during the solving process.
But all the per-puzzle validation functions are empty, for the moment.
2020-05-23 09:08:08 +01:00
db3b531e2c Add missing 'static' to game-internal declarations.
Another thing I spotted while trawling the whole source base was that
a couple of games had omitted 'static' on a lot of their internal
functions. Checking with nm, there turned out to be quite a few more
than I'd spotted by eye, so this should fix them all.

Also added one missing 'const', on the lookup table nbits[] in Tracks.
2018-11-13 22:06:19 +00:00
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
a1663d6650 C89 build fixes.
Recent changes introduced a couple of non-C89-compatible mixed
declarations and code.
2018-04-25 19:24:06 +01:00
441b11b310 Make static keyword come first everywhere.
I somehow missed these instances as well. Oh well.
2018-04-25 06:48:57 +01:00
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
38ea1599fe Unequal: run check_complete() after a hint move.
A user sent in the game id
  7:0,0L,0,0,0L,0L,1,0U,0U,0D,0UD,0,0,7,0,0D,0,0D,0,0,0,0,0,0,0,0,0,0D,0,0,3,0,0U,0,0,0,0,2,6,0,0U,0,0,0,7,2,0,0U,5L,
starting from which, one press of 'h' will fill in a 2 in the top left
corner and possibilities 345 to its right; if you then fill in 5 there
and press 'h' again, the hint system fills in the whole of an apparent
solution which isn't the one a proper use of the Solve feature would
give you - except that it's not actually a second solution, because
one < clue on the top row is violated. Without this fix, that < failed
to light up red, making the puzzle look ambiguous if you're not paying
enough attention to spot it.
2017-10-20 00:33:54 +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
3276376d1b Assorted char * -> const char * API changes.
I went through all the char * parameters and return values I could see
in puzzles.h by eye and spotted ones that surely ought to have been
const all along.
2017-10-01 16:35:00 +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
cf6e4e272c Correct a logic error in Unequal game desc validation.
A user points out that the error check that should have detected a
non-digit where a digit should have been was never firing, due to an
&& that should have been ||.

I don't think it was a harmful error - the subsequent check that the
number was in range, plus the skipping past only digits to find the
next part of the string, combine to arrange that not many kinds of
invalid game id could actually get through.

But it did have the small effect that a 0 could be elided without
triggering an error, e.g. the game ids

  4:0,0,0,0,0,0L,0,0,0R,0U,0,0L,0,0,,3,
  4:0,0,0,0,0,0L,0,0,0R,0U,0,0L,0,0,0,3,

would both be accepted, and would be decoded into the same game, even
though the former should have failed syntax validation. Now it does.
2016-12-11 09:19:30 +00:00
6179e8df56 Allow marking of clues as exhausted in Unequal. 2015-10-03 17:12:20 +01:00
dc688b1f23 Unequal: stop ignoring keys 'h' and 'm' while cursor active.
At least, so long as 'h' and 'm' are not "numbers".
2015-10-03 16:58:11 +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
8dcdb33b77 Pass background colour as a parameter to draw_gts and draw_adjs, so
that we can pass -1 in calls from game_print(). Fixes a printing bug
in which all the adjs and gts were overlaid with giant black
rectangles! (Because COL_BACKGROUND doesn't mean the same thing in
that context.)

[originally from svn r9175]
2011-05-22 07:07:47 +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
8589cb3a0c Patch from Mark Wooding to add antialiasing-safety in repeated
redrawing of inequality signs in Unequal (which are redrawn when
they change colour).

[originally from svn r8964]
2010-05-29 15:43:50 +00:00
50b6e0d708 Chris Boyle reports an off-by-two error ('a Qui-Gon Jinx' :-) in
difficulty selection in Unequal's solver. I suspect I missed this
when I refactored latin.c and its callers.

[originally from svn r8906]
2010-03-21 14:30:49 +00:00
f55dc67f43 Fix from James H: the shared code between drawing and printing
should use state->adjacent rather than ds->adjacent, because the
latter won't be initialised in printing mode.

[originally from svn r8852]
2010-01-18 21:23:27 +00:00
ed4b163b69 A user asked for the < signs in Unequal to be bolder.
[originally from svn r8808]
2010-01-05 18:26:55 +00:00
b629e34beb Fix bug causing array overrun. Only seemed to be showing a symptom
on Windows, presumably because the data after the array was harmless
elsewhere.

[originally from svn r8798]
2009-12-27 19:18:22 +00:00