11 Commits

Author SHA1 Message Date
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
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
59705cccd1 Add missing casts to unsigned char inside ctype functions.
These are necessary because the argument to a ctype function cannot be
a negative value unless it's EOF. Thanks to Cygwin gcc for pointing
out the mistake, and to Patrick Shaughnessy for this patch.
2016-02-01 19:06:36 +00:00
13b67b9d09 Fix loophole in Palisade completion checker.
A user pointed out that if you construct a 'solution' in which no clue
square has too _many_ borders but at least one has too few, and then
bring those clues up to their count by adding extra stray border lines
_inside_ a connected component (avoiding actually dividing any
component completely into two), then the game checker treats that as
solved for victory-flash purposes, on the grounds that (a) the grid is
divided into components of the right size and (b) all clues are
satisfied.

A small example is 4x4n4:22a2b2c33, with the non-solution of dividing
the grid into four 2x2 square blocks and then adding a spurious extra
edge between the two 3 clues. The old Palisade completion check would
flash for victory _at the same time_ as highlighting the spurious edge
in COL_ERROR.

Fixed by enforcing in is_solved() that every border line must separate
two distinct connected components.
2015-11-03 06:59:47 +00:00
d60e348aae Format Palisade solve-type moves in sensible ASCII.
The solve move stored in 'aux' by new_game_desc consists of printable
characters in the range '@' to 'O', each representing a 4-bit bitmap
of edges around a cell. But the one generated on the fly by
solve_game() was missing out the 0x40 bit and just returning
characters in the range ^@ to ^O - which would not only have been
horrible if you found such a string in a save file, but also meant
that a game with any completely borderless square would have a
solution move string terminating early due to the ^@, causing
execute_move() to reject it.

Example: ./palisade --test-solve --generate 1 5x5n5#12345-37 now
succeeds, where previously it failed an assertion.
2015-11-03 06:59:47 +00:00
6860c65bb3 Add a new puzzle: Palisade. 2015-10-18 17:53:28 +01:00