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* I've changed my mind. For the benefit of users with slowerSimon Tatham2005-05-02
| | | | | | | | computers, let's save the Solo and Pattern grids at generation time and regurgitate them when asked to solve, rather than doing all the work over again. [originally from svn r5737]
* Added an automatic `Solve' feature to most games. This is useful forSimon Tatham2005-05-02
| | | | | | | | | | | | | | | | various things: - if you haven't fully understood what a game is about, it gives you an immediate example of a puzzle plus its solution so you can understand it - in some games it's useful to compare your solution with the real one and see where you made a mistake - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy to be able to get your hands on a pristine grid quickly so you can practise or experiment with manoeuvres on it - it provides a good way of debugging the games if you think you've encountered an unsolvable grid! [originally from svn r5731]
* Introduce the concept of a `game_aux_info' structure. This isSimon Tatham2005-05-02
| | | | | | | | | | constructed at the same time as an internally generated game seed, so that it can preserve any interesting information known by the program at generation time but not physically contained within the text of the game seed itself. (Such as, for example, the solution.) Currently not used for anything yet, but it will be. [originally from svn r5729]
* Introduced a new function in every game which formats a game_stateSimon Tatham2005-05-01
| | | | | | | | as text. This is used by front ends to implement copy-to-clipboard. Currently the function does nothing (and is disabled) in every game except Solo, but it's a start. [originally from svn r5724]
* I can never remember what that `TRUE' means in the game structureSimon Tatham2005-05-01
| | | | | | | | | definitions, so let's move it so that it's just next to the functions it relates to. This also opens the way for me to add more booleans next to other functions without getting confused as to which is which. [originally from svn r5723]
* Pattern also contains an internal solver, so here's a command-lineSimon Tatham2005-04-27
| | | | | | interface to it just in case it comes in handy. [originally from svn r5686]
* Stop the Pattern grid generation from generating an entire row orSimon Tatham2005-02-24
| | | | | | | column of the same colour (at least when the dimensions are big enough to make this feasible). It's a little bit too easy otherwise! [originally from svn r5391]
* Fixes in grid generation for pedantic special cases when one or bothSimon Tatham2005-02-24
| | | | | | grid dimensions are very small. [originally from svn r5390]
* The main grid outline in Pattern was asymmetric between the top/leftSimon Tatham2005-01-24
| | | | | | | | | edges and the bottom/right ones. Fix it. (Also remove it from the todo list in osx.m, where I had entered it in the assumption that it was a bug in my new OS X port! Turns out it's an entirely platform- independent bug.) [originally from svn r5187]
* Rather than each game backend file exporting a whole load ofSimon Tatham2005-01-17
| | | | | | | | | | functions and a couple of variables, now each one exports a single structure containing a load of function pointers and said variables. This should make it easy to support platforms on which it's sensible to compile all the puzzles into a single monolithic application. The two existing platforms are still one-binary-per-game. [originally from svn r5126]
* Bah; r4954 introduced an array overrun.Simon Tatham2004-12-08
| | | | | [originally from svn r4955] [r4954 == 47e9419452a9fca895f1c84412ab1040d1aa86a5]
* Game completion detection was occasionally failing to spot aSimon Tatham2004-12-08
| | | | | | lingering GRID_UNKNOWN, causing it to declare victory too soon. [originally from svn r4954]
* New puzzle: `pattern'.Simon Tatham2004-12-07
[originally from svn r4953]