aboutsummaryrefslogtreecommitdiff
path: root/guess.c (follow)
Commit message (Collapse)AuthorAge
* Appropriately generate MOVE_NO_EFFECT from '\b' in GuessBen Harris2023-08-09
| | | | This is the case that I care about for KaiOS.
* Use move_cursor() for cursor movement in GuessBen Harris2023-08-09
| | | | | This makes interpret_move() properly return MOVE_NO_EFFECT when the cursor can't move, and simplifies the code as well.
* Guess: define constants for flags OR'ed into peg coloursBen Harris2023-08-09
|
* Guess: move hold marker upward by two pixelsBen Harris2023-08-08
| | | | | | | | | | | | | | | | | | This means that it now potentially overlaps the peg above it (part of the current guess), rather than potentially overlapping the empty hole below. More importantly, it means that the hold marker is erased by the erasure of the rest of the peg area, so there's no need to explicitly draw absent hold markers in the background colour. That in turn means that absent hold markers don't nibble the tops off all the pegs at some tile sizes. Instead of this fix, I could have properly made the hold markers part of the first row of empty holes, but that would have been rather fiddly and I've long thought that the hold markers were too far from the peg that they're holding. I've also removed part of a comment about the drawing order of hold markers that seems to have been obsolete even before this commit.
* Rename UI_UPDATE as MOVE_UI_UPDATEBen Harris2023-06-11
| | | | | | | | 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().
* Add preferences for existing UI style controlsBen Harris2023-05-30
| | | | | | | | | | | | Some puzzles have keys that make changes to the display style in ways that would probably have been user preferences if they had existed. I've added a user preference for each of these. The keys still work, and unlike the preferences can be changed without saving any state. The affected settings are: * Labelling colours with numbers in Guess ("L" key) * Labelling regions with numbers in Map ("L" key) * Whether monsters are shown as letters or pictures in Undead ("A" key)
* New backend functions: get_prefs and set_prefs.Simon Tatham2023-04-23
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* Pass a game_ui to compute_size, print_size and print.Simon Tatham2023-04-21
| | | | | | | 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.
* Add a game_state argument to decode_ui()Ben Harris2023-04-08
| | | | | | | | Some games would like a way to check that the parameters in the encoded UI string are consistent with the game parameters. Since this might depend on the current state of the game (this being what changed_state() is for), implement this by adding a game_state parameter to decode_ui(). Nothing currently uses it, though Guess usefully could.
* Fall back to <math.h> if <tgmath.h> doesn't work.Simon Tatham2023-04-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Replace <math.h> with <tgmath.h> throughoutBen Harris2023-04-04
| | | | | | | | | | | | | | | 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.
* Add an environment variable to control initial cursor visibilityBen Harris2023-03-22
| | | | | | | | | | | | | 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.
* Remove various unused game functionsBen Harris2023-01-31
| | | | | | | | | | | | | | | | | | | | 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.
* Allow repeated "solve" operations in GuessBen Harris2023-01-19
| | | | | | | | | | | | Since using the "solve" option doesn't consume a guess, it's safe to allow it to occur multiple times. Without this, selecting "solve" a second time causes an assertion failure because solve() returns a move string that's rejected by execute_move(). Possible solve() could instead refuse to solve an already-solved puzzle, but that seems needlessly pedantic. [fixes c84af670b52f09e9e47587584c0559c508d4a37d]
* Guess: validate peg colours in decode_ui()Ben Harris2023-01-15
| | | | | | | | | | | | | | | | | | | | | | | Peg colours in the current guess must be within the range of colours for the current game, just as they must be for completed moves. Otherwise is_markable() can cause a buffer overrun. Since there's no way for decode_ui() to report an error, it just ignores the bad peg colours. I've also added an assertion to catch this problem in is_markable(). The following save file demonstrates the problem when loaded in a build with AddressSanitizer: SAVEFILE:41:Simon Tatham's Portable Puzzle Collection VERSION :1:1 GAME :5:Guess PARAMS :9:c6p4g10Bm CPARAMS :9:c6p4g10Bm DESC :8:2de917c0 UI :7:7,7,7,7 NSTATES :1:1 STATEPOS:1:1
* Guess: Don't allow any moves once the game is solvedBen Harris2023-01-15
| | | | | | | | | | | | | | | | | | | | | | If the game is solved (either by a win or a loss), interpret_move() can never return a move, but execute_move() should also reject any moves in case we're loading a corrupt or malicious save file. Otherwise a save file with more guesses than the maximum allowed can cause a buffer overrun. This save file demonstrates the problem when loaded into a build of Puzzles with AddressSanitizer: SAVEFILE:41:Simon Tatham's Portable Puzzle Collection VERSION :1:1 GAME :5:Guess PARAMS :9:c6p4g1Bm CPARAMS :9:c6p4g1Bm DESC :8:b5f3faed NSTATES :1:3 STATEPOS:1:3 MOVE :8:G1,1,2,2 MOVE :8:G4,3,1,1
* Guess: Make 'H' key work properly with "Allow duplicates" offBen Harris2022-12-23
| | | | | | | | Before it would not only generate an invalid guess, but also override the usual rules to allow you to submit it. Now guesses are only provided if they're valid, and I've adjusted the maximum-colour finder so that the code can actually find the correct guess. This should have no effect on the behaviour with "Allow duplicates" turned on.
* guess: Remove an obsolete workaroundBen Harris2022-12-16
| | | | dup_params() has taken a const argument for some time.
* New backend function: current_key_label()Ben Harris2022-12-09
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* guess: Much more efficient keyboard interfaceBen Harris2022-12-07
| | | | | | | | | | | | | | Now rather than mucking around with the cursor keys, you can just type a four-digit number and press Enter. Of course, if you still want to muck around with the cursor keys they work the same as before. Since Backspace was already assigned to clear the peg under the cursor, I haven't co-opted it for the obvious action of clearing the peg to the left of the cursor and moving the cursor left. The left arrow key is a reasonable alternative anyway. For consistency, 'L' now labels the pegs with numbers rather than letters, and is documented.
* guess: Move the cursor to the first peg position after a guessBen Harris2022-12-07
| | | | | | It's annoying having to move it to the left each time. I suppose I could enter the second guess in reverse order, but then I'd need to move the cursor all the way to the right to submit it, which is just as bad.
* guess: Fix keyboard access to hold functionBen Harris2022-12-05
| | | | | | This has been broken since 2015. It was accidentally using "IS_CURSOR_SELECT(button)" in place of "button == CURSOR_SELECT" and these are not the same thing.
* Centralise initial clearing of the puzzle window.Simon Tatham2021-04-25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Add method for frontends to query the backend's cursor location.Franklin Wei2020-12-07
| | | | | | | | | | | | | | | | 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.
* Use C99 bool within source modules.Simon Tatham2018-11-13
| | | | | | | | | | 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.
* Replace TRUE/FALSE with C99 true/false throughout.Simon Tatham2018-11-13
| | | | | | 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.
* Adopt C99 bool in the game backend API.Simon Tatham2018-11-13
| | | | | | | | | | | 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.
* Add a request_keys() function with a midend wrapper.Franklin Wei2018-04-22
| | | | | | | | 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.
* Make the code base clean under -Wwrite-strings.Simon Tatham2017-10-01
| | | | | 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.
* Return error messages as 'const char *', not 'char *'.Simon Tatham2017-10-01
| | | | | They're never dynamically allocated, and are almost always string literals, so const is more appropriate.
* Use a proper union in struct config_item.Simon Tatham2017-10-01
| | | | | | 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.
* New name UI_UPDATE for interpret_move's return "".Simon Tatham2017-10-01
| | | | | | | | | | | | | 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.
* Rework the preset menu system to permit submenus.Simon Tatham2017-04-26
| | | | | | | | | | | | | | | | | | | | 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.
* Add hinting feature to Guess.Jonas Kölker2015-10-14
| | | | | | | | | Pressing H now suggests the lexicographically first row consistent with all previous feedback. The previous function of the H key to toggle a hold marker on the current peg is now performed by Space / CURSOR_SELECT2, which is more in line with other puzzles anyway.
* Fix a misrendering in Guess.Jonas Kölker2015-10-03
| | | | | | When the cursor was visible, redrawing after undo-redo or label toggling or resizing would draw background over the top of the circular cursor.
* Fix a memory error in Guess cursor handling.Jonas Kölker2015-10-03
|
* Giant const patch of doom: add a 'const' to every parameter in everySimon Tatham2013-04-13
| | | | | | | | | | | | | | 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]
* Add 'const' to the game_params arguments in validate_desc andSimon Tatham2013-04-12
| | | | | | | | | | | | 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]
* New rule: interpret_move() is passed a pointer to the game_drawstateSimon Tatham2012-09-09
| | | | | | | | | | | | | | | | 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]
* Increase by 1 in every direction the size of the blitter used to saveSimon Tatham2012-04-08
| | | | | | | | the background under a Guess coloured peg in mid-drag. Currently it assumes the circle doesn't extend into the next pixel, which the docs for draw_circle warn might happen due to antialiasing. [originally from svn r9450]
* Changed my mind about midend_is_solved: I've now reprototyped it asSimon Tatham2011-06-19
| | | | | | | | | | | | | | | | 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]
* Fix warnings generated by gcc 4.6.0 about variables set but notSimon Tatham2011-05-04
| | | | | | | | | | 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]
* Add a function to every game backend which indicates whether a gameSimon Tatham2011-04-02
| | | | | | | | | | | 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]
* Patch from James H to fix some off-by-one errors in Guess's clickSimon Tatham2009-01-12
| | | | | | rectangle checking, preventing array bounds violation. [originally from svn r8409]
* Patch from James H providing lots more paranoid casting. Also oneSimon Tatham2008-09-13
| | | | | | | | | | actual behaviour change: Untangle now permits dragging with the right mouse button, which has exactly the same effect as it does with the left. (Harmless on desktop platforms, but helpful when "right-click" is achieved by press-and-hold; now the drag takes place even if you hesitate first.) [originally from svn r8177]
* Patch from James H to centralise some generally useful cursor-Simon Tatham2008-09-13
| | | | | | handling functionality into misc.c. [originally from svn r8176]
* New infrastructure feature. Games are now permitted to beSimon Tatham2008-09-06
| | | | | | | | | | | | | | | | | | | | | | _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]
* HTML Help support for Puzzles, with the same kind of automaticSimon Tatham2006-12-24
| | | | | | fallback behaviour as PuTTY's support. [originally from svn r7009]
* Optionally label the colours in Guess with letters of the alphabet.Simon Tatham2006-11-23
| | | | | | | | | | Labels are toggled on and off by pressing L (just like Map). Might help colour-blind users, and might also make it easier to describe game positions to other people because `abbc' has fewer syllables than `red, yellow, yellow, green', and hugely fewer letters if you're typing it. [originally from svn r6916]
* "Hold" function in Guess was completely broken.Jacob Nevins2006-03-03
| | | | | | | | Fix it, add holds to the undo history (by analogy with Net), and save the current holds in saved games. Also fix a couple of unrelated minor issues with string encoding. [originally from svn r6590]