| Commit message (Collapse) | Author | Age |
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working around bugs in the Palm compiler and removing Palm-
incompatible diagnostics such as fprintf.
[originally from svn r6889]
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rise to a new Hard difficulty level.
[originally from svn r6880]
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checks. He thinks they were harmless (due to being followed by other
range checks in RIGHTOF_DOT and friends) but it clearly can't hurt
to fix them anyway.
[originally from svn r6709]
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generation.
[originally from svn r6708]
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first time, and now has a comment explaining why!
[originally from svn r6511]
[r6299 == c389f623f66fe5296f7ef5c66d88884607b82cff]
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function, since it took no parameters by which to vary its decision,
and in any case it's hard to imagine a game which only
_conditionally_ wants a status bar. Changed it into a boolean data
field in the backend structure.
[originally from svn r6417]
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was actually using it, and also it wasn't being called again for
different game states or different game parameters, so it would have
been a mistake to depend on anything in that game state. Games are
now expected to commit in advance to a single fixed list of all the
colours they will ever need, which was the case in practice already
and simplifies any later port to a colour-poor platform. Also this
change has removed a lot of unnecessary faff from midend_colours().
[originally from svn r6416]
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more general-purpose flags word for some time now. Rename it to
`flags'.
[originally from svn r6414]
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[originally from svn r6389]
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game_print(), wherever feasible. This fixes a specific bug in Loopy
(James H's new field ds->linewidth wasn't being set up, leading to
corrupted print output), but I've made the change in all affected
files because it also seems like a generally good idea to encourage
it for future games, to prevent other problems of this type.
There is one slight snag, which is that Map _can't_ do this because
its game_set_size() also initialises a blitter. I could fix this by
abstracting the common parts of Map's game_set_size() out into a
subfunction called by game_set_size() and also called directly by
game_print(); alternatively, I could introduce a means of
determining whether a `drawing *' was for screen or printing use.
Not sure which yet.
[originally from svn r6340]
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[originally from svn r6331]
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eliminates gratuitous duplication of the solver state every time it
goes round the main loop, in favour of the usual type of
`done_something' flag.
[originally from svn r6322]
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finished dealing with, and don't do them again on the next loop.
[originally from svn r6312]
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highlighting, and adjust the presets.
[originally from svn r6303]
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- remove the backtracking `Hard' level, on the grounds that it was
incredibly slow and not really usable.
- introduce an `Easy' difficulty level below the standard one; many
people seem to find this puzzle unusually hard, so an easy level
is particularly helpful.
- highlight unfulfillable clue squares (but not yet any other types
of obvious error).
[originally from svn r6299]
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[originally from svn r6292]
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at small tile sizes.
[originally from svn r6270]
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int/long fix.
[originally from svn r6256]
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[originally from svn r6219]
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rectangular presets in a portrait fashion.
[originally from svn r6217]
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[originally from svn r6216]
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[originally from svn r6212]
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`Loop the Loop' puzzle. Contributed by Mike Pinna.
[originally from svn r6211]
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