structures, meaning that ad-hoc initialisation now doesn't work.
Hence, this checkin converts all ad-hoc dsf initialisations into
calls to dsf_init() or snew_dsf(). At least, I _hope_ I've caught
all of them.
[originally from svn r6888]
several different systems in strange directories. So I'm creating an
`unfinished' directory within source control, and centralising all
my half-finished, half-baked or otherwise half-arsed puzzle
implementations into it. Herewith Sokoban (playable but rubbish
generation), Pearl (Masyu - rubbish generation and nothing else),
Path (Number Link - rubbish generation and nothing else) and NumGame
(the Countdown numbers game - currently just a solver and not even a
generator yet).
[originally from svn r6883]
source files from Mike rather than patches, and not adequately
checking the result...
[originally from svn r6882]
[r6780 == f05c25347d66821d928668a7e87dffbf3ffed027]
[r6880 == b9547673c6462bf73e642328300479df6df71d7b]
r6420, so both drawing.c _and_ the front end were prepending the
time to the front of the Mines status bar, leading to a double
timestamp.
[originally from svn r6796]
[r6420 == 240b6cab8ce8729b7270a0411ab39038814058f1]
when testing a new game, so here's a new architecture for the Recipe
file. mkfiles.pl now supports several new features:
- an `!include' directive, which accepts wildcards
- += to append to an existing object group definition
- the ability to divert output to an arbitrary file.
So now each puzzle has a `.R' file containing a fragment of Recipe
code describing that puzzle, and the central Recipe does `!include
*.R' to construct the Makefiles. That way, I can keep as many
experimental half-finished puzzles lying around my working directory
as I like, and I won't have to keep reverting Recipe when I check in
any other changes.
As part of this change, list.c is no longer a version-controlled
file; it's now constructed by mkfiles.pl, so that it too can take
advantage of this mechanism.
[originally from svn r6781]
accelerator key (N/U/R/Q) was pressed -- once for the menu accelerator, and
once more in key_event().
This workaround, while unlovely, should at least not break in future (since the
things it relies on are unlikely to change).
[originally from svn r6745]
[r6711 == 077aa510c78f3273bd0d4ca4f1ca14780822ebf9]
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]
generalisation of the previous deduction involving two 3s or two 1s
either adjacent or separated by a row of contiguous 2s. I always
said that was an ugly loop and really ought to arise naturally as a
special case of something more believable, and here it is.
The practical upshot is that Hard mode has just become slightly
harder: some grids generated by the new Slant will be unsolvable by
the old one's solver. I don't think it's become _excessively_ more
hard; I think I'm happy with the new difficulty level. (In
particular, I don't think the new level is sufficiently harder than
the old to make it worth preserving the old one as Medium or
anything like that.)
[originally from svn r6591]
Fix it, add holds to the undo history (by analogy with Net), and save the
current holds in saved games.
Also fix a couple of unrelated minor issues with string encoding.
[originally from svn r6590]
washed-out yellow and green in Guess into their full-brightness pure
forms. This makes them hard to see against some backgrounds, so I'm
also surrounding all coloured pegs with black outlines. Looks a
little cartoony, but I think it's an overall improvement on the
previous look.
[originally from svn r6589]
believe a square to be empty, you find out instantly and lethally,
but if you erroneously believe a square to be full you can
occasionally (when it doesn't cause a complementary square to be
assumed empty) not notice until you find at the very end of the game
that you're one mine heavy. To help with this, here's an error
highlighting patch: any number square surrounded by an excess of
flags will now light up red. This should be an unintrusive change,
because it will never happen unless you make a mistake.
[originally from svn r6580]
laser-indistinguishable from the right solution _but_ has a number
of balls outside the acceptable range does not report an error. His
example was the game ID w8h8m5M5:1e3e6e80fa3e16265ccef7ca , omitting
the rightmost ball in the second row.
[originally from svn r6542]
warnings require two more variables to be explicitly initialised. In
fact these variables are reliably initialised by a subfunction; gcc3
was happy to assume I knew what I was doing when it couldn't prove
they were definitely used uninitialised, whereas gcc4 apparently
takes the view that the onus is on me to allow it to prove they
_aren't_. I regard this as a step backwards, since the effect will
be to make explicit initialisation commonplace in cases where the
initialiser value is chosen arbitrarily and never expected to be
used, at which point (a) it will be less clear which initialisers
have genuine purpose and which are compiler-placating fluff, and (b)
valgrind's run-time uninitialised-data tracking will become less
useful. Still, the effect doesn't seem great as yet, so here's the
gcc4-placating checkin.
[originally from svn r6508]
- the highlighting for a set of 4 lines spilled outside the tile, so would
leave white residue if undone;
- the endpoints of sets of 4 lines were not completely overprinted by the
circle of an island (at least on Windows), which was untidy.
Fixed by reducing the gap width for groups of lines which wouldn't otherwise
fit in a tile (only).
[originally from svn r6421]
midend_rewrite_statusbar() and check the result against the last
string returned. This is now done centrally in drawing.c, and the
front end status bar function need only do what it says on the tin.
While I'm modifying the prototype of drawing_init(), I've also
renamed it drawing_new() for the same reason as random_new() (it
_allocates_ a drawing object, rather than just initialising one
passed in).
[originally from svn r6420]
which didn't actually need it. It was originally introduced in
Fifteen to suppress animation on Solve moves, but midend.c now does
that centrally unless the game specifically instructs it otherwise.
Therefore, just_used_solve is obsolete in all games which previously
used it. (Mines was even worse: it scrupulously maintained the
correctness of the field but never used it!)
Untangle is exempt from this cleanup: its `just_solved' field is
used to change the _length_ of the animation on Solve moves, not to
suppress it entirely, and so it has to stay.
[originally from svn r6419]
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]
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]
shift right. It doesn't actually matter in the current code since
the input word only ever uses the bottom 9 bits, but if I ever
extended Mines to work in a triangular grid then all 16 bits might
be required. Fix this now, while I'm cleaning things up, so that it
won't bite me unexpectedly in future.
[originally from svn r6415]
assertion failures in portrait-type grids; retire an unused array in
the game generation function (my original generation strategy needed
it, but the final one didn't); correct a typo; further restrict the
generable sizes of game and include a special case for 4x4dt to
prevent a tight loop.
[originally from svn r6405]