| Commit message (Collapse) | Author | Age |
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[originally from svn r7694]
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arbitrary unclaimed square. This cures the most common cause of
generation failures (covering a large area in dominoes was the most
difficult case, and would fail even if the large area was 1xn!); the
failure rate is now sufficiently low under all circumstances I've
found that I'm willing to just loop until I get a success.
[originally from svn r7693]
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[originally from svn r7691]
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rectangle into equally sized ominoes. I have a couple of potential
applications for this, but none I've actually implemented yet, so
for the moment it's living in `unfinished'.
[originally from svn r7690]
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suppress the display of `this square can't be a light' blobs in a
lit square, on the grounds that we already know _lit_ squares can't
be lights. This makes the solved game look cleaner (I've always
thought the detritus of blobs on some but not all non-light squares
looked messy), but on the other hand it's slightly jarring during
play. So I'm checking it in, but as a configurable option which is
off by default.
[originally from svn r7656]
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`clues' array being able to be -1, so we must explicitly declare it
as `signed char' or it will break on platforms whose default char is
unsigned.
[originally from svn r7636]
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[originally from svn r7625]
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[originally from svn r7601]
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[originally from svn r7600]
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[originally from svn r7574]
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everything look nicer.
[originally from svn r7573]
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[originally from svn r7572]
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existing solution path.
[originally from svn r7571]
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triggers on a perfectly connected piece shaped like an inverted T.
[originally from svn r7570]
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re-run of mkfiles.pl to fail.
[originally from svn r7567]
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[originally from svn r7558]
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[originally from svn r7554]
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we've already tried, and not trying them again.
[originally from svn r7553]
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[originally from svn r7552]
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[originally from svn r7547]
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I should at least check in what I've got.
[originally from svn r7542]
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[originally from svn r7446]
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[originally from svn r7436]
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[originally from svn r7409]
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[originally from svn r7408]
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region valid if it has _a_ dot at its centre of symmetry, even if
that dot isn't actually within the region in question.
[originally from svn r7407]
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[originally from svn r7400]
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in it.
[originally from svn r7387]
[r7364 == 39d299f579da3e91308d63acc78c68ab74666989]
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about eating the letter `d' (for `diagonal') when it appears in a
symmtery description: it should only be used after `m', because
mirror symmetry is the only type that can be diagonal. This was
causing parsing of the parameter description `3x3adu' to produce the
wrong answer: the d would be swallowed, then the u ignored for being
incomprehensible, and you'd get default Trivial difficulty.
[originally from svn r7386]
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inconsistent in whether it numbers rows and columns from zero or
from one. Standardise on one.
[originally from svn r7385]
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change the name. Also document the new semantics.
[originally from svn r7369]
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across changes in game parameters (e.g., changing difficulty without changing
size). This also has the effect of preserving the user-selected tilesize if the
grid size is changed. (From Debian bug#379452.)
[originally from svn r7368]
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(from Debian bug#379452).
Tested on Gtk 2. I've been unable to find a Gtk+-1.2 installation on which
Puzzles compiles, so not tested there.
[originally from svn r7367]
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place. (From Debian bug#379452)
[originally from svn r7366]
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[originally from svn r7364]
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[originally from svn r7363]
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amount of code. James has ripped out the solver's version of
check_complete(), in favour of using the one I wrote for the
game-playing UI. My one checks connectedness, which means that the
solver will now not believe non-solutions to puzzles where
connectedness becomes a difficult issue. Examples of game IDs which
are now solved correctly but were previously not are 5x3:ubb and
7x7:ajfzmfqgtdzgt.
[originally from svn r7362]
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REQUIRE_{RBUTTON,NUMPAD} flags.
[originally from svn r7356]
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[originally from svn r7355]
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binary from the Galaxies source file. The function of the new
`galaxiespicture' is to take a .xbm bitmap on standard input and
convert it into a Galaxies game ID using both black and white dots,
such that when solved the puzzle displays the input bitmap.
In the process of this I've implemented a post-processing pass after
the main game generation, to prevent clusters of adjacent
singletons. James H already solved that problem for unconstrained
game generation, but for some reason it came back when I did this.
However, the post-processing pass is still turned off for normal
usage, on the basis that (a) if it ain't broke don't fix it, and (b)
it's rather slow and best avoided if not necessary.
[originally from svn r7354]
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you've got your source code from a tarball (with makefiles) or from
svn (without makefiles). While I'm here, mention Makefile.wce.
[originally from svn r7352]
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there by accident.
[originally from svn r7351]
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signedness mismatch.
[originally from svn r7350]
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grid lines.
[originally from svn r7349]
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[originally from svn r7347]
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keep it happy. (Hopefully this hack will be temporary.)
[originally from svn r7346]
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- 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]
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`used_solve'.
[originally from svn r7343]
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option, and turn it on by default on stylus-based platforms (i.e.
currently PocketPC).
[originally from svn r7341]
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[originally from svn r7340]
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