16 Commits

Author SHA1 Message Date
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
bc930a1214 Improve connectedness-error highlighting in Singles.
Using exactly the same policy as I did for Range the other day: if
multiple regions exist, then one is taken to be canonical and all the
others are marked as errors.

[originally from svn r10233]
2014-09-21 15:33:01 +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
15a4fbd1cd For the convenience of Linux package maintainers, add to Makefile.gtk
and Makefile.doc a command-line parameter 'BINPREFIX' which will be
prepended to all the game binary names. E.g. 'make BINPREFIX=sgt-' and
'make BINPREFIX=sgt- install', and correspondingly 'make -f
Makefile.doc BINPREFIX=sgt-'.

Also included in this commit by mistake, changes to singles.c to add
\n to the end of all its debug() statements. I meant to commit that
separately. Oops.

[originally from svn r9606]
2012-08-17 19:58:53 +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
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
0a9b0a7384 Fix incorrect uses of ctype.h (passing it uncast chars, or other
things potentially not in the range 0..255).

[originally from svn r8922]
2010-04-17 13:27:15 +00:00
6b650f894c Patch from James H to fix a bug in which ambiguous puzzles would
occasionally be generated, e.g. by 8x8de#417341658689473 .

[originally from svn r8845]
2010-01-17 01:05:55 +00:00
854f4b2386 Don't use payload strings directly as the format for printf.
[originally from svn r8839]
2010-01-13 19:25:57 +00:00
deb5e1e5b4 Couple of small changes to Singles from James H which missed my main
commit: tweak the grid generation a bit, and fix the use of the
Solve function on a grid containing errors.

[originally from svn r8835]
2010-01-12 23:32:23 +00:00
58e0d0bc2d New puzzle from James Harvey: 'Singles', an implementation of
Hitori. One infrastructure change in the process: latin.c has
acquired a utility function to generate a latin rectangle rather
than a full square.

[originally from svn r8828]
2010-01-11 21:21:07 +00:00