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* For the convenience of Linux package maintainers, add to Makefile.gtkSimon Tatham2012-08-17
| | | | | | | | | | | | | and Makefile.doc a command-line parameter 'BINPREFIX' which will be prepended to all the game binary names. E.g. 'make BINPREFIX=sgt-' and 'make BINPREFIX=sgt- install', and correspondingly 'make -f Makefile.doc BINPREFIX=sgt-'. Also included in this commit by mistake, changes to singles.c to add \n to the end of all its debug() statements. I meant to commit that separately. Oops. [originally from svn r9606]
* Add a section to mkfiles.pl to build a makefile that compiles the OS XSimon Tatham2012-05-06
| | | | | | | | | front end using GNUstep, yielding a Unix program built from the same code. Should make it easier to check OS X behaviour without having to move as far as a Mac :-) However, it doesn't compile as is, so I'll apply fixes to the code until it does. [originally from svn r9498]
* Make mkfiles.pl clean under 'perl -w'. Fixes one minor bug in theSimon Tatham2010-05-29
| | | | | | | | output (a comment from Recipe mistakenly got into the Unix makefile); more importantly, lets mkfiles.pl run in up-to-date Perls (where implicit split to @_ is now obsolete). [originally from svn r8957]
* Fix a build-breaking bug I introduced to the OS X makefile in r8931.Simon Tatham2010-04-26
| | | | | | | | | (Missed off the explicit -o from the compile lines constructing version.{i386,ppc}.o, causing both to be compiled as version.o and dependent build steps to fail.) [originally from svn r8933] [r8931 == 36cee4e2796c23da15d3276e88416ad1ce035c4a]
* Modification of a patch from Debian: eliminate the endless rebuildsSimon Tatham2010-04-25
| | | | | | | | | | of basically unchanged binaries due to the compulsory rebuild of version.o. version.o now depends normally on version2.def, which is constructed using much the same if statements that version.o used to use, except that it's not overwritten at all if its contents don't need to change. [originally from svn r8931]
* Patch from James H to enable a single monolithic binary to be builtSimon Tatham2009-01-06
| | | | | | | | alongside the individual puzzle binaries, on Windows only. (MacOS already has it, of course; Unix would require about as much work again.) [originally from svn r8396]
* Stand-alone command-line interface to the obfuscate_bitmap()Simon Tatham2008-11-29
| | | | | | | | | function. Useful in conjunction with the new --save option to generate lots of games, extract the aux strings from the game generator, and de-obfuscate them in order to measure statistical properties of their solutions. [originally from svn r8352]
* Oops, left this out of r8178: having defined COMBINED everywhere inSimon Tatham2008-09-13
| | | | | | | the puzzles, we can now remove it from the OS X makefile section. [originally from svn r8179] [r8178 == 43eafe1fdf356c0c1c88936ffa79c83291973b5d]
* Michael Schierl's patch to compile the puzzles as Java applets usingSimon Tatham2008-06-10
| | | | | | NestedVM. Wow! [originally from svn r8064]
* Update the OS X Puzzles makefile so that it builds on Leopard andSimon Tatham2008-03-11
| | | | | | | | | | | | | | | | | | | | | | | generates PPC/Intel dual-architecture binaries. This turns out not to be too painful: you compile and link your programs using `gcc -arch ppc' or `gcc -arch i386', then you use a command of the form `lipo -create ppc-binary i386-binary -output binary' to construct a universal binary. It works equally well on command-line standalone executable files and the executables within application directories. Also added the -mmacosx-version-min option, since otherwise the OS X build tools appear to default to building binaries which will crash (without anything resembling a comprehensible error message) on any earlier release. The handling of version.o in this checkin is somewhat grotty. I'd prefer a method more cleverly intertwingled with mkfiles.pl so I didn't have to maintain the OS X architecture list in both mkfiles.pl and Recipe. (Not that I anticipate Apple switching architectures again in the immediate future, but it's the principle of the thing.) [originally from svn r7916]
* 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]
* Marcin Wojdyr points out that the use of `>&' to redirect bothSimon Tatham2007-01-16
| | | | | | | stdout and stderr is non-standard. Switch to a POSIX-blessed alternative. [originally from svn r7116]
* Actually introduce the ability to build the Windows icons into theSimon Tatham2006-12-27
| | | | | | | | | | | | | | | | | | | Windows puzzle binaries. This checkin involves several distinct changes: - mkfiles.pl now has an extra feature: if an object file is listed in Recipe with a trailing question mark, it will be considered optional, and silently dropped from the makefile if its primary source file isn't present at the time mkfiles.pl runs. This means people who check out the puzzles from Subversion and just run mkfiles.pl shouldn't get build failures; they just won't get the icons. - all the .R files now use this feature to include an optional Windows resource file. - the .rc resource source files are built by icons/Makefile. - windows.c finds the icon if present and uses it in place of the standard Windows application icon. [originally from svn r7020]
* I'm sick of repeatedly adding and removing local changes to RecipeSimon Tatham2006-08-05
| | | | | | | | | | | | | | | | | | | | | | when testing a new game, so here's a new architecture for the Recipe file. mkfiles.pl now supports several new features: - an `!include' directive, which accepts wildcards - += to append to an existing object group definition - the ability to divert output to an arbitrary file. So now each puzzle has a `.R' file containing a fragment of Recipe code describing that puzzle, and the central Recipe does `!include *.R' to construct the Makefiles. That way, I can keep as many experimental half-finished puzzles lying around my working directory as I like, and I won't have to keep reverting Recipe when I check in any other changes. As part of this change, list.c is no longer a version-controlled file; it's now constructed by mkfiles.pl, so that it too can take advantage of this mechanism. [originally from svn r6781]
* New puzzle from James H: `Bridges', another Nikoli job.Simon Tatham2005-10-21
| | | | [originally from svn r6409]
* New puzzle: `Tents'. Requires a potentially shared algorithms moduleSimon Tatham2005-10-13
| | | | | | | maxflow.c. Also in this checkin, fixes to the OS X and GTK back ends to get ALIGN_VNORMAL right. This is the first time I've used it! :-) [originally from svn r6390]
* Various patches from Ben H: a fix for an outdated comment, a coupleSimon Tatham2005-09-05
| | | | | | | of spurious ps_printf() arguments removed, and an error check in the `make install' target. [originally from svn r6275]
* James H has implemented a new `Tricky' difficulty level in Light Up:Simon Tatham2005-09-01
| | | | | | | | | | | | | | | | | | a non-recursive level above Easy, which therefore moves the recursive Hard mode further up still. Play-testing suggests that in fact Tricky is often _harder_ than the old Hard mode, since the latter had limited depth of recursion and would therefore spot complex deductions only if it happened to start a recursion on the right square; Tricky may be limited in the sophistication of its complex deductions, but it never misses one, so its puzzles tend to be hard all over. Also in this checkin, a new source file `nullfe.c', containing all the annoying stub functions required to make command-line solvers link successfully. James wrote this for (the new) lightupsolver, and I've used it to simplify the other stand-alone solvers. [originally from svn r6254]
* Debian requires -lm, where Red Hat didn't.Simon Tatham2005-08-31
| | | | [originally from svn r6247]
* Now that Map has some seriously complex deductions, it's about timeSimon Tatham2005-08-31
| | | | | | | | | | | | it had a command-line solver. In order to do this, I've had to expose the internal region numbering because the solver has to have some way to state which region it means; and in any case it's also useful to have human-visible region numbering so that two people can discuss a puzzle they're solving together. So pressing L during play now toggles the display of region numbers; and `mapsolver' uses those same numbers when showing its working and its solutions. [originally from svn r6244]
* New puzzle: `Inertia', originally written for Windows by BenSimon Tatham2005-08-27
| | | | | | | Olmstead and reimplemented with the help of his source code which he was kind enough to release into the public domain. [originally from svn r6222]
* New puzzle: `Loopy', an implementation of Nikoli's `Slither Link' orSimon Tatham2005-08-24
| | | | | | `Loop the Loop' puzzle. Contributed by Mike Pinna. [originally from svn r6211]
* Native Windows printing support, using the infrastructure I put inSimon Tatham2005-08-20
| | | | | | | | | | | | | | | | | | | | | place in r6190. I'm quite pleased that I didn't have to modify the printing infrastructure _at all_ to make this work; the only source change required outside windows.c was the addition of a trivial utility function midend_get_params(), and that was for the benefit of bulk puzzle generation rather than anything to do with actual printing. As far as I can tell, all printable puzzles now print almost indistinguishably from the way they print under Unix. If you look closely the font is slightly different, and the Windows standard hatching doesn't seem to be quite as nice as the kind I did by hand in ps.c (and, particularly annoyingly, hatched areas don't show up at all for me when I print to a file and use gv, though they come out fine on the printer itself); but it's all there, and it all works. [originally from svn r6193] [r6190 == af59dcf6858264103bbc621761feee3aed5aaf2a]
* Substantial infrastructure upheaval. I've separated the drawing APISimon Tatham2005-08-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | as seen by the back ends from the one implemented by the front end, and shoved a piece of middleware (drawing.c) in between to permit interchange of multiple kinds of the latter. I've also added a number of functions to the drawing API to permit printing as well as on-screen drawing, and retired print.py in favour of integrated printing done by means of that API. The immediate visible change is that print.py is dead, and each puzzle now does its own printing: where you would previously have typed `print.py solo 2x3', you now type `solo --print 2x3' and it should work in much the same way. Advantages of the new mechanism available right now: - Map is now printable, because the new print function can make use of the output from the existing game ID decoder rather than me having to replicate all those fiddly algorithms in Python. - the new print functions can cope with non-initial game states, which means each puzzle supporting --print also supports --with-solutions. - there's also a --scale option permitting users to adjust the size of the printed puzzles. Advantages which will be available at some point: - the new API should permit me to implement native printing mechanisms on Windows and OS X. [originally from svn r6190]
* New puzzle: `Map'. Vaguely original, for a change.Simon Tatham2005-08-13
| | | | | | | | | | (This puzzle is theoretically printable, but I haven't added it in print.py since there's rather a lot of painful processing required to get from the game ID to the puzzle's visual appearance. It probably won't become printable unless I get round to implementing a more integrated printing architecture.) [originally from svn r6186]
* A bunch of new reasoning techniques in the Slant solver, leading toSimon Tatham2005-08-06
| | | | | | | a new Hard mode. Also added a command-line `slantsolver' which can grade puzzles and show working. [originally from svn r6167]
* New puzzle: `Light Up', by James H.Simon Tatham2005-08-04
| | | | | | | | | | Also in this checkin (committed by mistake - I meant to do it separately), a behind-the-scenes change to Slant to colour the two non-touching classes of diagonals in different colours. Both colours are set to black by default, but configuration by way of SLANT_COLOUR_* can distinguish them if you want. [originally from svn r6164]
* New puzzle: `Slant', picked from the Japanese-language section ofSimon Tatham2005-08-02
| | | | | | | | | | | nikoli.co.jp (which has quite a few puzzles that they don't seem to have bothered to translate into English). Minor structural change: the disjoint set forest code used in the Net solver has come in handy again, so I've moved it out into its own module dsf.c. [originally from svn r6155]
* Another game from James H: `Black Box'.Simon Tatham2005-07-17
| | | | [originally from svn r6100]
* New puzzle: `Untangle', cloned (with the addition of random gridSimon Tatham2005-07-16
| | | | | | | | | | | | | | | generation) from a simple but rather fun Flash game I saw this morning. Small infrastructure change for this puzzle: while most game backends find the midend's assumption that Solve moves are never animated to be a convenience absolving them of having to handle the special case themselves, this one actually needs Solve to be animated. Rather than break that convenience for the other puzzles, I've introduced a flag bit (which I've shoved in mouse_priorities for the moment, shamefully without changing its name). [originally from svn r6097]
* New puzzle: Dominosa.Simon Tatham2005-07-14
| | | | [originally from svn r6091]
* Enhancements to mkfiles.pl and Recipe to arrange for the auxiliarySimon Tatham2005-07-05
| | | | | | | | | | | command-line programs (solosolver, patternsolver, mineobfusc) to be built as part of the normal Makefiles. This means mkfiles.pl now has the capability to compile a source file more than once with different #defines. Also, fixes for those auxiliary programs and one fix in midend.c which the Borland compiler objected to while I was testing its makefile generation. [originally from svn r6066]
* There's always one. Forgot to add Pegs to `make install'.Simon Tatham2005-07-04
| | | | [originally from svn r6054]
* Peg Solitaire implementation, complete with a random boardSimon Tatham2005-07-04
| | | | | | | generator. The generator is lacking in almost any kind of finesse, but it produces puzzles which at least _I_ find plausibly puzzling. [originally from svn r6052]
* Load and Save are now supported on all three desktop platforms, andSimon Tatham2005-06-30
| | | | | | | documented. (This means the GTK temporary dependency on an environment variable is now gone.) [originally from svn r6042]
* And forgot to add guess to the Unix make install target! I need a list.Simon Tatham2005-06-23
| | | | [originally from svn r5998]
* `Guess', a Mastermind clone from James Harvey. This checkin alsoSimon Tatham2005-06-23
| | | | | | | | introduces a few new utility functions in misc.c, one of which is the bitmap obfuscator from Mines (which has therefore been moved out of mines.c). [originally from svn r5992]
* I'm sick of not having a `make install' target.Simon Tatham2005-06-18
| | | | [originally from svn r5973]
* Another new puzzle! This one isn't particularly deep or complexSimon Tatham2005-06-17
| | | | | | | | | (solving it only requires matrix inversion over GF(2), whereas several of the other puzzles in this collection are NP-complete in principle), but it's a fun enough thing to play with and is non-trivial to do in your head - especially on the hardest preset. [originally from svn r5967]
* James Harvey has contributed an implementation of `Same Game', alsoSimon Tatham2005-06-07
| | | | | | known as ksame (KDE) and Same GNOME (GNOME). [originally from svn r5914]
* Initial checkin of my Minesweeper clone, which uses a solver duringSimon Tatham2005-05-30
| | | | | | grid generation to arrange a mine layout that never requires guessing. [originally from svn r5859]
* Missed a vital semicolon off the Cygwin version.c makefile fragment.Simon Tatham2005-05-15
| | | | [originally from svn r5784]
* Er, except that I already had a makedist.sh. Transferred new versionSimon Tatham2005-05-15
| | | | | | code into that! [originally from svn r5783]
* Added automatic determination of the SVN revision number if a buildSimon Tatham2005-05-15
| | | | | | | takes place in a checked-out copy. Also added mkunxarc.sh which does the same version determination before building its archive. [originally from svn r5782]
* Introduce a versioning mechanism, and an `About' box in all frontSimon Tatham2005-05-15
| | | | | | | | | ends. Versioning will be done solely by Subversion revision number, since development on these puzzles is very incremental and gradual and there don't tend to be obvious points to place numbered releases. [originally from svn r5781]
* New puzzle: `twiddle', generalised from a random door-unlockingSimon Tatham2005-04-30
| | | | | | gadget in Metroid Prime 2. [originally from svn r5708]
* Initial checkin of `Solo', the number-placing puzzle popularised bySimon Tatham2005-04-23
| | | | | | the Times under the name `Sudoku'. [originally from svn r5660]
* `make release' target, which builds a .dmg disk image in whatSimon Tatham2005-01-24
| | | | | | appears to be the approved Apple fashion. [originally from svn r5197]
* Improve OS X help: split back up into multiple files (thanks toSimon Tatham2005-01-24
| | | | | | | Halibut's new \cfg{html-local-head} directive), and add some CSS to mimic the font choices of system help files. [originally from svn r5194]
* The #definition of COMBINED was done very badly: it was a piece ofSimon Tatham2005-01-24
| | | | | | | | | | platform-dependent code in puzzles.h (ick), which in turn depended on the magic symbol MAC_OS_X being defined by mkfiles.pl itself (yuck). Suddenly realised I can do much better simply by putting it in an OS X makefile extras section in Recipe, and removing both previous hacks. Much nicer. [originally from svn r5191]