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* Unequal: reorder vertices in greater-than signFranklin Wei2020-12-07
| | | | This is needed for Rockbox's polygon drawing.
* 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.
* Unequal: fill in the latin.c validator function.Simon Tatham2020-05-23
| | | | | | | This too seems to have made no difference: each of the commands unequal --generate 1000 6dr#12345 unequal --generate 1000 6adr#12345 delivers the same list of puzzles before and after the fix.
* latin.c: call a user-provided validator function. [NFC]Simon Tatham2020-05-23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I've only just realised that there's a false-positive bug in the latin.c solver framework. It's designed to solve puzzles in which the solution is a latin square but with some additional constraints provided by the individual puzzle, and so during solving, it runs a mixture of its own standard deduction functions that apply to any latin-square puzzle and extra functions provided by the client puzzle to do deductions based on the extra clues or constraints. But what happens if the _last_ move in the solving process is performed by one of the latin.c built-in methods, and it causes a violation of the client puzzle's extra constraints? Nothing will ever notice, and so the solver will report that the puzzle has a solution when it actually has none. An example is the Group game id 12i:m12b9a1zd9i6d10c3y2l11q4r . This was reported by 'groupsolver -g' as being ambiguous. But if you look at the two 'solutions' reported in the verbose diagnostics, one of them is arrant nonsense: it has no identity element at all, and therefore, it fails associativity all over the place. Actually that puzzle _does_ have a unique solution. This bug has been around for ages, and nobody has reported a problem. For recursive solving, that's not much of a surprise, because it would cause a spurious accusation of ambiguity, so that at generation time some valid puzzles would be wrongly discarded, and you'd never see them. But at non-recursive levels, I can't see a reason why this bug _couldn't_ have led one of the games to present an actually impossible puzzle believing it to be soluble. Possibly this never came up because the other clients of latin.c are more forgiving of this error in some way. For example, they might all be very likely to use their extra clues early in the solving process, so that the requirements are already baked in by the time the final grid square is filled. I don't know! Anyway. The fix is to introduce last-minute client-side validation: whenever the centralised latin_solver thinks it's come up with a filled grid, it should present it to a puzzle-specific validator function and check that it's _really_ a legal solution. This commit does the plumbing for all of that: it introduces the new validator function as one of the many parameters to latin_solver, and arranges to call it in an appropriate way during the solving process. But all the per-puzzle validation functions are empty, for the moment.
* Add missing 'static' to game-internal declarations.Simon Tatham2018-11-13
| | | | | | | | | Another thing I spotted while trawling the whole source base was that a couple of games had omitted 'static' on a lot of their internal functions. Checking with nm, there turned out to be quite a few more than I'd spotted by eye, so this should fix them all. Also added one missing 'const', on the lookup table nbits[] in Tracks.
* 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.
* C89 build fixes.Simon Tatham2018-04-25
| | | | | Recent changes introduced a couple of non-C89-compatible mixed declarations and code.
* Make static keyword come first everywhere.Franklin Wei2018-04-25
| | | | I somehow missed these instances as well. Oh 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.
* Unequal: run check_complete() after a hint move.Simon Tatham2017-10-20
| | | | | | | | | | | | | A user sent in the game id 7:0,0L,0,0,0L,0L,1,0U,0U,0D,0UD,0,0,7,0,0D,0,0D,0,0,0,0,0,0,0,0,0,0D,0,0,3,0,0U,0,0,0,0,2,6,0,0U,0,0,0,7,2,0,0U,5L, starting from which, one press of 'h' will fill in a 2 in the top left corner and possibilities 345 to its right; if you then fill in 5 there and press 'h' again, the hint system fills in the whole of an apparent solution which isn't the one a proper use of the Solve feature would give you - except that it's not actually a second solution, because one < clue on the top row is violated. Without this fix, that < failed to light up red, making the puzzle look ambiguous if you're not paying enough attention to spot it.
* 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.
* Assorted char * -> const char * API changes.Simon Tatham2017-10-01
| | | | | | I went through all the char * parameters and return values I could see in puzzles.h by eye and spotted ones that surely ought to have been const all along.
* 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.
* Correct a logic error in Unequal game desc validation.Simon Tatham2016-12-11
| | | | | | | | | | | | | | | | | | | | A user points out that the error check that should have detected a non-digit where a digit should have been was never firing, due to an && that should have been ||. I don't think it was a harmful error - the subsequent check that the number was in range, plus the skipping past only digits to find the next part of the string, combine to arrange that not many kinds of invalid game id could actually get through. But it did have the small effect that a 0 could be elided without triggering an error, e.g. the game ids 4:0,0,0,0,0,0L,0,0,0R,0U,0,0L,0,0,,3, 4:0,0,0,0,0,0L,0,0,0R,0U,0,0L,0,0,0,3, would both be accepted, and would be decoded into the same game, even though the former should have failed syntax validation. Now it does.
* Allow marking of clues as exhausted in Unequal.Jonas Kölker2015-10-03
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* Unequal: stop ignoring keys 'h' and 'm' while cursor active.Jonas Kölker2015-10-03
| | | | At least, so long as 'h' and 'm' are not "numbers".
* 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]
* 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]
* Pass background colour as a parameter to draw_gts and draw_adjs, soSimon Tatham2011-05-22
| | | | | | | | | that we can pass -1 in calls from game_print(). Fixes a printing bug in which all the adjs and gts were overlaid with giant black rectangles! (Because COL_BACKGROUND doesn't mean the same thing in that context.) [originally from svn r9175]
* 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 Mark Wooding to add antialiasing-safety in repeatedSimon Tatham2010-05-29
| | | | | | | redrawing of inequality signs in Unequal (which are redrawn when they change colour). [originally from svn r8964]
* Chris Boyle reports an off-by-two error ('a Qui-Gon Jinx' :-) inSimon Tatham2010-03-21
| | | | | | | difficulty selection in Unequal's solver. I suspect I missed this when I refactored latin.c and its callers. [originally from svn r8906]
* Fix from James H: the shared code between drawing and printingSimon Tatham2010-01-18
| | | | | | | should use state->adjacent rather than ds->adjacent, because the latter won't be initialised in printing mode. [originally from svn r8852]
* A user asked for the < signs in Unequal to be bolder.Simon Tatham2010-01-05
| | | | [originally from svn r8808]
* Fix bug causing array overrun. Only seemed to be showing a symptomSimon Tatham2009-12-27
| | | | | | | on Windows, presumably because the data after the array was harmless elsewhere. [originally from svn r8798]
* Normalise Unequal (and latin.c) so that solver diagnostics startSimon Tatham2009-12-27
| | | | | | | | their coordinate from 1 rather than 0, for consistency with Solo. (My geek instincts would rather work from 0, but I've generally found that puzzle users sending me email tend to prefer 1.) [originally from svn r8795]
* Refactor latin.c to make it easier to reuse. Instead of clientSimon Tatham2009-12-27
| | | | | | | | | | | programs having to clone the latin_solver() function and insert their own extra deduction routines, they can now just _call_ latin_solver with enough parameters to let it fit its own deductions into their difficulty framework and call a set of provided function pointers to do user deductions. Modified Unequal to work in the new world, of course. [originally from svn r8791]
* New mode for Unequal, from James H. In this mode, called 'Adjacent',Simon Tatham2009-12-27
| | | | | | | | | | the < and > clues are replaced by bars separating every pair of squares whose contents differ by exactly 1. Unlike standard Unequal, which presents only a subset of the available clues, in Adjacent the clues are _all_ present, so you can deduce from the absence of a bar that the two numbers it would separate are _not_ consecutive. [originally from svn r8790]
* Jonas Koelker points out that the backspace key didn't work in GTKSimon Tatham2009-12-20
| | | | | | | | | | 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]
* Reorder if statements in Unequal's interpret_move() so that pressesSimon Tatham2009-01-26
| | | | | | | | | | | | | | | | | of 'h' and 'm' are treated as digits if a square is selected, and only treated as special commands otherwise. This renders very large games (just about) playable. Idea from Ben Hutchings's collection of Debian patches, although I had to redo his (trivial) patch myself since the code has changed recently. (Addendum after committing: hmm, I see Jacob already applied the original version of the patch a while back. Looks as if the recent keyboard control change reintroduced the problem. Still, re-fixed now.) [originally from svn r8433]
* Patch from James H which adds keyboard cursor support to Unequal,Simon Tatham2009-01-12
| | | | | | | | and also updates the docs for both that and the Mines cursor support in r8402. [originally from svn r8408] [r8402 == f20847354cb6335fd349204f16021a72e2956cce]
* Apply "103_fix-unequal-digit-h.diff" from the Debian package:Jacob Nevins2008-10-05
| | | | | | | | Unequal 18x18 or above was unplayable due to a clash with the undocumented "H" (hint) key. Resolve the clash by making the hint function only fire when no square is selected. [originally from svn r8200]
* 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]
* Disallow clicks between squares.Jacob Nevins2007-03-16
| | | | [originally from svn r7400]
* Minor cleanups (mostly \ns in diagnostic printfs) from James H.Simon Tatham2007-03-03
| | | | [originally from svn r7363]
* General cleanups patch from James H:Simon Tatham2007-02-28
| | | | | | | | | | | | - 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]
* Dariusz Olszewski's changes to support compiling for PocketPC. ThisSimon Tatham2007-02-26
| | | | | | | | | | | | 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]
* Patch from James H to fix the occasional generation of puzzlesSimon Tatham2007-01-15
| | | | | | harder than requested. [originally from svn r7113]
* Add James H's new puzzle, `Unequal' (otherwise known as theSimon Tatham2007-01-13
Guardian's `Futoshiki'). [originally from svn r7100]