| Commit message (Collapse) | Author | Age |
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semantics when a reflected sight-line crosses the same monster twice.
[originally from svn r9694]
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implementation of a puzzle usually called 'Tohu wa Vohu'.
[originally from svn r9680]
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[originally from svn r9656]
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'Haunted Mirror Maze', a game involving placing ghosts, zombies and
vampires in a grid so that the right numbers of them are visible along
sight-lines reflected through multiple mirrors.
[originally from svn r9652]
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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]
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[originally from svn r9453]
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[originally from svn r9411]
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(It was a new year this time last year, too.)
[originally from svn r9382]
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in the 'unfinished' directory for a while, and has now been finished
up thanks to James Harvey putting in some effort and galvanising me to
put in the rest. This is 'Pearl', an implementation of Nikoli's 'Masyu'.
The code in Loopy that generates a random loop along grid edges to use
as the puzzle solution has been abstracted out into loopgen.[ch] so
that Pearl can use it for its puzzle solutions too. I've also
introduced a new utility module called 'tdq' (for 'to-do queue').
[originally from svn r9379]
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puzzle variously known (depending on which website you look at) as
Kurodoko, Kuromasu or 'Where is Black Cells'.
[originally from svn r8996]
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downstream patch.
[originally from svn r8924]
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[originally from svn r8869]
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[originally from svn r8866]
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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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[originally from svn r8844]
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[originally from svn r8836]
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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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[originally from svn r8823]
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[originally from svn r8822]
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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 r8796]
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the < and > clues are replaced by bars separating every pair of
squares whose contents differ by exactly 1. Unlike standard Unequal,
which presents only a subset of the available clues, in Adjacent the
clues are _all_ present, so you can deduce from the absence of a bar
that the two numbers it would separate are _not_ consecutive.
[originally from svn r8790]
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with considerable meddling from me).
[originally from svn r8788]
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[originally from svn r8780]
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[originally from svn r8736]
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[originally from svn r8735]
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[originally from svn r8734]
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[originally from svn r8494]
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the 'Killer Sudoku' puzzle type. As a side effect I've had to
increase the default tile size of Solo, so that the extra numbers
drawn in the squares in Killer mode were still legible.
[originally from svn r8455]
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[originally from svn r8446]
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[originally from svn r8439]
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[originally from svn r8438]
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[originally from svn r8435]
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[originally from svn r8434]
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(and also belatedly document the keyboard support in Unequal).
[originally from svn r8432]
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[originally from svn r8419]
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[originally from svn r8418]
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[originally from svn r8417]
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[originally from svn r8416]
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[originally from svn r8414]
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[originally from svn r8413]
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[originally from svn r8412]
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and also updates the docs for both that and the Mines cursor support
in r8402.
[originally from svn r8408]
[r8402 == f20847354cb6335fd349204f16021a72e2956cce]
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generate a thousand saved-game files of randomly generated puzzles.
On the general principle that if I find it useful someone else
conceivably might too, add a --save option to the Unix puzzle
binaries, for use with --generate in much the same way as --print.
[originally from svn r8351]
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statement!
[originally from svn r8164]
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Lambrou. Now capable of handling triangular and hexagonal grids as
well as square ones, and then a number of semiregular plane tilings
and duals of semiregular ones. In fact, most of the solver code
supports an _arbitrary_ planar graph (well, provided both the graph
and its dual have no self-edges), so it could easily be extended
further with only a little more effort.
[originally from svn r8162]
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NestedVM. Wow!
[originally from svn r8064]
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can now productise it.
[originally from svn r7979]
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