27 Commits

Author SHA1 Message Date
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
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
b907e27875 Add validate_params bounds checks in a few more games.
Ben tells me that his recent work in this area was entirely driven by
fuzzing: he added bounds checks in validate_params when the fuzzer had
managed to prove that the lack of them allowed something buggy to
happen.

It seemed worth doing an eyeball-review pass to complement that
strategy, so in this commit I've gone through and added a few more
checks that restrict the area of the grid to be less than INT_MAX.

Notable in this commit: cube.c had to do something complicated because
in the triangular-grid modes the area isn't calculated as easily as
w*h, and Range's existing check that w+h-1 < SCHAR_MAX is sufficient
to rule out w*h being overlarge _but_ should be done before w*h is
ever computed.
2023-01-22 09:30:57 +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
b34f8b1ee3 Style cleanups from the previous fixes.
Reordered the statements in the fixed Unruly blank_state so that there
doesn't need to be a double if statement (and I think it's more
sensible in any case to put each memset of a freshly allocated array
immediately after the alloc).

In GTK set_window_background, the nest of #ifdefs is now complicated
enough to deserve a few comments on the #else and #endif lines. And
while I was there I switched the gboolean to a bool, on my general
principle that platform-specific boolean types are only worth using
when you're passing them to a platform API function (and perhaps not
even then, if it's not passed by reference).
2022-07-31 09:02:45 +01:00
cd338a1a35 Unruly: Fix memory leak in dup_game()
The common structure is ref-counted and dup_game() bumps the reference
count rather than copying it.  However, blank_state() always allocates
a new instance.  Add a parameter to control whether blank_state()
allocates it.

Fixes: 47cec547e59a ("Unruly, Group: reference-count the 'immutable' array.")
2022-07-31 08:53:08 +01:00
c108271b44 Unruly: new 'Trivial' difficulty level.
A user recently mentioned having found even 'Easy' to be harder than
they'd like. That difficulty level generates puzzles that can be
solved by filling in any square for which the other colour would
immediately generate a run of 3, and spotting rows that have the
correct total number of one colour and filling in all remaining
squares in the other colour.

Initially I thought there wasn't much I could do to make the solution
techniques easier than that. But after a bit of thought, I decided the
second criterion can be weakened a bit. The new 'Trivial' level
replaces it with a special case: when a row or column only has _one_
remaining unfilled square, the remaining square is filled in by
counting.

That version of the rule doesn't require the player to do any counting
in order to _spot_ possible applications of it: you can see at a
glance that a row or column has only one remaining grey square, even
if having seen it you then have to count to work out which colour to
fill it in. So it makes a gentler introduction to the game.
2021-09-06 10:51:01 +01:00
c0da615a93 Centralise initial clearing of the puzzle window.
I don't know how I've never thought of this before! Pretty much every
game in this collection has to have a mechanism for noticing when
game_redraw is called for the first time on a new drawstate, and if
so, start by covering the whole window with a filled rectangle of the
background colour. This is a pain for implementers, and also awkward
because the drawstate often has to _work out_ its own pixel size (or
else remember it from when its size method was called).

The backends all do that so that the frontends don't have to guarantee
anything about the initial window contents. But that's a silly
tradeoff to begin with (there are way more backends than frontends, so
this _adds_ work rather than saving it), and also, in this code base
there's a standard way to handle things you don't want to have to do
in every backend _or_ every frontend: do them just once in the midend!

So now that rectangle-drawing operation happens in midend_redraw, and
I've been able to remove it from almost every puzzle. (A couple of
puzzles have other approaches: Slant didn't have a rectangle-draw
because it handles even the game borders using its per-tile redraw
function, and Untangle clears the whole window on every redraw
_anyway_ because it would just be too confusing not to.)

In some cases I've also been able to remove the 'started' flag from
the drawstate. But in many cases that has to stay because it also
triggers drawing of static display furniture other than the
background.
2021-04-25 13:07:59 +01:00
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
47cec547e5 Unruly, Group: reference-count the 'immutable' array.
I noticed this during the bool trawl: both of these games have an
array of flags indicating which grid squares are immutable starting
clues, and copy it in every call to dup_game, which is completely
unnecessary because it doesn't change during play. So now each one
lives in a reference-counted structure, as per my usual practice in
similar cases elsewhere.
2018-11-13 21:58:14 +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
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
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
fe11a86a7e Fix a failure to warn about non-unique rows/columns in non-square Unruly grids, reported in Debian bug #718354.
[originally from svn r9976]
2013-07-30 20:18:14 +00:00
e5df38fa15 Correct the comment at the top of unruly.c, which is out of date as of
r9837.

[originally from svn r9838]
[r9837 == 2f7831bb1626d82baff706e507d61a820ad84df1]
2013-05-05 22:27:20 +00:00
2f7831bb16 New configuration option in Unruly, to enable a mode in which no two
rows are permitted to have exactly the same pattern, and likewise
columns. (A row and a column can match, though.) This rule is
sometimes used, but not always; http://www.binarypuzzle.com/ in
particular has it (as a user just pointed out).

Since the filled-grid-generation stage of Unruly is implemented by
repeatedly choosing a square and then calling the solver to fill in
all its consequences, simply adding a solver mode conditional on this
flag is sufficient to do the whole of the interesting part of the job.

[originally from svn r9837]
2013-05-05 20:21:50 +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
9dcba6a8cf Make Unruly's keyboard controls match the documentation and other puzzles in
the collection -- now Enter = black and Space = white.

[originally from svn r9770]
2013-03-10 12:49:06 +00:00
8dddfc22d7 Remove an unused variable spotted by gcc 4.6.3.
[originally from svn r9682]
2012-10-07 15:41:44 +00:00
fc9e6277bd New puzzle! 'Unruly', contributed by Lennard Sprong, is an
implementation of a puzzle usually called 'Tohu wa Vohu'.

[originally from svn r9680]
2012-10-07 10:18:33 +00:00