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* Remove extraneous underscores at start and end of Rectangles seeds.Simon Tatham2004-08-17
| | | | [originally from svn r4473]
* After discussion with Simon, the game redraw functions are now passed a newJacob Nevins2004-08-16
| | | | | | | | | argument `dir' which tells them whether this redraw is due to an undo, rather than have them second-guess it from game state. Note that none of the actual games yet take advantage of this; so it hasn't been tested in anger (although it has been inspected by debugging). [originally from svn r4469]
* Robustness in the face of a completely configurable expansion factor.Simon Tatham2004-08-16
| | | | [originally from svn r4464]
* Fold in the expanded-grid mechanism for generating different kindsSimon Tatham2004-08-16
| | | | | | | | of puzzle. Configurable option, turned off by default, and not propagated in game IDs (though you can explicitly specify it in command-line parameters, and the docs explain how). [originally from svn r4461]
* Added a help file, mostly thanks to Jacob.Simon Tatham2004-08-16
| | | | [originally from svn r4460]
* Fix a memory leak.Simon Tatham2004-05-22
| | | | [originally from svn r4239]
* Introduce routines in each game module to encode a set of gameSimon Tatham2004-05-19
| | | | | | | | | | | | parameters as a string, and decode it again. This is used in midend.c to prepend the game parameters to the game seed, so that copying out of the Specific box is sufficient to completely specify the game you were playing. Throughout development of these games I have referred to `seed' internally, and `game ID' externally. Now there's a measurable difference between them! :-) [originally from svn r4231]
* Fix `visible' calculation (again).Simon Tatham2004-05-12
| | | | [originally from svn r4223]
* Ahem. Seed validation was completely broken.Simon Tatham2004-05-12
| | | | [originally from svn r4222]
* During redraws, I now do corner analysis centrally, which enables meSimon Tatham2004-05-12
| | | | | | | | | to maintain the `visible' array accurately and hence actually switch it on. This prevents us having to redraw the entire playing area on any move, which means really big grids are now sensibly playable without display lag. [originally from svn r4221]
* Remove vestigial code from the previous attempt at clever gridSimon Tatham2004-05-12
| | | | | | | generation. Grid generation should now be orders of magnitude faster at large sizes. [originally from svn r4220]
* Fiddle with the coordinate system to see if I can improve userSimon Tatham2004-05-12
| | | | | | experience. [originally from svn r4219]
* Flash on completion. Two people actually complained! :-)Simon Tatham2004-05-12
| | | | [originally from svn r4218]
* Missing draw_update call.Simon Tatham2004-05-11
| | | | [originally from svn r4216]
* Cosmetic fixes for Windows.Simon Tatham2004-05-11
| | | | [originally from svn r4212]
* We should turn off the dragging variables in the UI _whenever_Simon Tatham2004-05-11
| | | | | | | `enddrag' is TRUE, not just when the end of the drag was within a sensible range. [originally from svn r4210]
* Rectangles is now actually playable, since I've used the new UISimon Tatham2004-05-11
| | | | | | | | feature to arrange a mechanism that allows you to draw a whole rectangle at a time by dragging rather than having to click each edge individually. [originally from svn r4209]
* Framework alteration: we now support a `game_ui' structure inSimon Tatham2004-05-11
| | | | | | | | | | | | | addition to the `game_state'. The new structure is intended to contain ephemeral data pertaining to the game's user interface rather than the actual game: things stored in the UI structure are not restored in an Undo, for example. make_move() is passed the UI to modify as it wishes; it is now allowed to return the _same_ game_state it was passed, to indicate that although no move has been made there has been a UI operation requiring a redraw. [originally from svn r4207]
* Added a new game, `Rectangles', taken from nikoli.co.jp.Simon Tatham2004-05-11
[originally from svn r4206]