| Commit message (Collapse) | Author | Age |
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reported as potentially-unused. (In fact, as far as I can tell, it's
only ever uninitialised in assertion-failing code paths, so not a
real bug.)
[originally from svn r8873]
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assertion I crudely commented out has now been replaced with code
that clearly shows what you did wrong in the failing situation.
[originally from svn r8872]
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[originally from svn r8869]
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[originally from svn r8868]
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long chain to a square numbered so low that the start of the chain
would have to go into negative numbers should not crash the game,
particularly when it happens as a momentary in-passing illustration.
I've fixed it for the moment just by removing the assertion. There's
probably a better fix which causes something less strange to happen
to the display as a result.
[originally from svn r8867]
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[originally from svn r8866]
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[originally from svn r8865]
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a puzzle before it was ready to commit, here is 'Signpost': a clone
of janko.at's "Arrow Path", by James Harvey.
[originally from svn r8861]
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$mw (it should only ever have been used in the Cygwin makefile), and
move the libraries to the end of the link line in the Unix makefile
for better portability.
[originally from svn r8853]
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should use state->adjacent rather than ds->adjacent, because the
latter won't be initialised in printing mode.
[originally from svn r8852]
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and printing must avoid referring to stuff in the game_drawstate,
since the game_drawstate isn't a real one.
[originally from svn r8851]
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[originally from svn r8850]
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occasionally be generated, e.g. by 8x8de#417341658689473 .
[originally from svn r8845]
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[originally from svn r8844]
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selected. I think this is a more or less aesthetically neutral
change for the actual selection, but the selection code is reused to
draw the victory flash and that's greatly improved by not having the
tower sides remain unflashed.
[originally from svn r8843]
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[originally from svn r8839]
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[originally from svn r8838]
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[originally from svn r8836]
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commit: tweak the grid generation a bit, and fix the use of the
Solve function on a grid containing errors.
[originally from svn r8835]
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an enabling environment variable.
[originally from svn r8834]
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which a click miles above the invisible RH surface of a tower would
sometimes select that tower.
[originally from svn r8833]
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[originally from svn r8832]
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[originally from svn r8830]
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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]
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introduced to mimic similar macros in solo.c, in case Solo ever
moved over to being based on the latin.c solver framework; but even
Solo has long since lost those macros, so latin.c has no need to
keep them.
[originally from svn r8827]
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side: instead of locating a mouse click in whichever base grid
square contained the click location, we should check to see if a
tower protrudes on to that location from a neighbouring square. That
way, a click should reliably activate the tower that was actually
drawn under the mouse pointer.
[originally from svn r8826]
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[originally from svn r8825]
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constraint in validate_params.)
[originally from svn r8824]
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[originally from svn r8823]
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[originally from svn r8822]
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[originally from svn r8821]
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3D effect. (I only committed it without so that I could preserve a
record of how the code looked before I added it.) The 3D effect can
be disabled by setting TOWERS_2D in the environment, should anybody
seriously dislike it.
[originally from svn r8817]
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latin-square puzzle which I've seen described by several names but
the most common is 'Skyscrapers'.
[originally from svn r8816]
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[originally from svn r8815]
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[originally from svn r8813]
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with usual abstract group notation. In puzzles with a clear
identity, it's called e.
[originally from svn r8812]
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to call the digit values by custom names.
[originally from svn r8811]
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immediately obvious which element of the group is the identity - at
least two elements including the identity have their rows and
columns completely blanked.
[originally from svn r8810]
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ints and pointers are usually the same size.
[originally from svn r8809]
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[originally from svn r8808]
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lay out large numbers of pencil marks differently in a square
containing a clue.
[originally from svn r8807]
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[originally from svn r8806]
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collection of game states, we should also free the move strings from
which they were constructed.
[originally from svn r8805]
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[originally from svn r8803]
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add an include directory to the Windows makefile so that source
files in subdirectories can find the main headers.
[originally from svn r8802]
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[originally from svn r8801]
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you are given a partially specified Cayley table of a small finite
group, and must fill in all the missing entries using both Sudoku-
style deductions (minus the square block constraint) and the group
axioms. I've just thrown it together in about five hours by cloning-
and-hacking from Keen, as much as anything else to demonstrate that
the new latin.c interface really does make it extremely easy to
write new Latin square puzzles.
It's not really _unfinished_, as such, but it is just too esoteric
(not to mention difficult) for me to feel entirely comfortable with
adding it to the main puzzle collection. I can't bring myself to
throw it away, though, and who knows - perhaps a university maths
department might find it a useful teaching tool :-)
[originally from svn r8800]
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on Windows, presumably because the data after the array was harmless
elsewhere.
[originally from svn r8798]
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[originally from svn r8796]
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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]
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