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.
Probably because I wrote a couple of loops up to the maximum cell
value using the non-idiomatic <= for their termination test, I also
managed to use <= inappropriately for iterating over every cell of the
grid, leading to a couple of references just off the end of arrays.
Amusingly, it was the Emscripten front end which pointed this out to
me by actually crashing as a result! Though valgrind found it just
fine too, once I thought to run that. But it comes to something when
running your C program in Javascript detects your memory errors :-)
The previous solver could cope with inferring a '1' in an empty
square, but had no deductions that would enable it to infer the
existence of a '4'-sized region in 5x3:52d5b1a5b3. The new solver can
handle that, and I've made a companion change to the clue-stripping
code so that it aims to erase whole regions where possible so as to
actually present this situation to the player.
Current testing suggests that at the smallest preset a nontrivial
ghost region comes up in about 1/3 of games, and at the largest, more
like 1/2 of games. I may yet decide to introduce a difficulty level at
which it's skewed to happen more often still and one at which it
doesn't happen at all; but for the moment, this at least gets the
basic functionality into the code.
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]
solve_game() was returning its aux parameter un-dupstr()ed, which is
wrong. Also clarified the developer docs on that function to make it
clearer that the returned string should be dynamic.
[originally from svn r9831]
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]
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]
well as marking a region as wrong if it has too many squares for the
number written in it, this patch now causes a region to be marked
wrong if it has too few squares _and no liberties_, so that it can't
just be one the user is intending to enlarge later.
[originally from svn r9534]
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]
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]
Guess, because Guess expected ^H whereas GTK generated ^?. Other
puzzles that use Backspace do it by being prepared to see either,
which seems wasteful. Now the midend normalises both into ^H, so
front ends can generate whichever they like while puzzles can
safely just look for ^H.
[originally from svn r8786]
_conditionally_ able to format the current puzzle as text to be sent
to the clipboard. For instance, if a game were to support playing on
a square grid and on other kinds of grid such as hexagonal, then it
might reasonably feel that only the former could be sensibly
rendered in ASCII art; so it can now arrange for the "Copy" menu
item to be greyed out depending on the game_params.
To do this I've introduced a new backend function
(can_format_as_text_now()), and renamed the existing static backend
field "can_format_as_text" to "can_format_as_text_ever". The latter
will cause compile errors for anyone maintaining a third-party front
end; if any such person is reading this, I apologise to them for the
inconvenience, but I did do it deliberately so that they'd know to
update their front end.
As yet, no checked-in game actually uses this feature; all current
games can still either copy always or copy never.
[originally from svn r8161]
(This change adds a new possibility to the save format, such that new save
files won't necessarily be loadable by old binaries. I think that's acceptable
-- it's certainly happened before -- but I couldn't find anything in the
developer docs explicitly blessing it.)
[originally from svn r7849]
- missing static in filling.c
- better robustness in execute_move() in filling.c
- remove side effects in assert statements
- remove rogue diagnostic in galaxies.c
- remove // comment in map.c
- add more stylus-friendly UI to Pattern
- bias Unequal towards generating inequality clues rather than numeric
[originally from svn r7344]
is mostly done with ifdefs in windows.c; so mkfiles.pl generates a
new makefile (Makefile.wce) and Recipe enables it, but it's hardly
any different from Makefile.vc apart from a few definitions at the
top of the files.
Currently the PocketPC build is not enabled in the build script, but
with any luck I'll be able to do so reasonably soon.
[originally from svn r7337]