| Commit message (Collapse) | Author | Age |
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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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(require both main diagonals to have one of every digit in addition
to all the usual constraints) and Jigsaw Sudoku (replace the array
of rectangular sub-blocks with the sub-blocks being random
polyominoes). To implement the latter, I've moved my `divvy.c'
library routine out of the `unfinished' subdirectory.
Jigsaw mode is currently an undocumented feature: you enable it by
setting the rows parameter to 1 (and the columns parameter to your
desired grid size, which unlike normal Sudoku can be anything you
like including a prime number). The reason it's undocumented is
because generation times are not yet reliably short: sometimes
generating a jigsaw-type puzzle can hang for hours and still get
nowhere. (The algorithm should terminate in principle, but not in
any time you're prepared to wait.) I _think_ I know how to solve
this, but have yet to try it. Until then, jigsaw mode will remain a
hidden feature.
Printing of X-type puzzles is also substandard at present, because
the current print-colour API replaces the desired light shading of
the X-cells with heavy diagonal hatching. I plan to adjust the API
imminently to address this.
[originally from svn r7974]
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(This change adds a new possibility to the save format, such that new save
files won't necessarily be loadable by old binaries. I think that's acceptable
-- it's certainly happened before -- but I couldn't find anything in the
developer docs explicitly blessing it.)
[originally from svn r7849]
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[originally from svn r7848]
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Trivial and Recursive difficulty levels are available for custom
selection even though no preset uses them.
[originally from svn r7336]
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[originally from svn r7326]
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bit.
[originally from svn r7314]
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[originally from svn r7308]
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[originally from svn r7305]
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[originally from svn r7304]
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documentation is a bit odd, and also offers a signedness fix in
latin.c.
[originally from svn r7112]
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[originally from svn r7105]
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Guardian's `Futoshiki').
[originally from svn r7100]
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[originally from svn r7048]
[this svn revision also touched putty,putty-website]
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[originally from svn r7040]
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[originally from svn r7036]
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been wrong since r6299.
[originally from svn r6884]
[r6299 == c389f623f66fe5296f7ef5c66d88884607b82cff]
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[originally from svn r6575]
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[originally from svn r6513]
[this svn revision also touched halibut,putty,putty-website]
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[originally from svn r6509]
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[originally from svn r6423]
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[originally from svn r6409]
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click-based control. Only used for right-dragging to clear a large
area to NONTENT.
[originally from svn r6400]
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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]
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TSP algorithm.
[originally from svn r6289]
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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]
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Also implemented the Map analogue of Solo's pencil marks, to make
this mode more playable.
[originally from svn r6240]
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[originally from svn r6229]
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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]
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[originally from svn r6220]
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`Loop the Loop' puzzle. Contributed by Mike Pinna.
[originally from svn r6211]
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[originally from svn r6210]
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(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]
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management error in game_configure().
[originally from svn r6169]
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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]
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