suggested by IWJ last night: grid generation can immediately choose
an entire grid row randomly, since all that's doing is nailing down
the names of the numbers, and that gets the whole thing started more
efficiently. But the main difference is that now grid generation is
given only area^2 steps to come up with a filled grid, and then cut
off unceremoniously, causing grid generation to fail and be retried
from scratch. This seems to prevent hangups on jigsaw layouts that
admit few useful solutions, by changing layout constantly. 9j
puzzles now generate at a sensible rate, and as an added bonus so do
5x5 normal puzzles, which they never used to.
[originally from svn r7978]
failed to point out a declaration after a statement, and gcc's
linker was clever enough to optimise the call to divvy_rectangle()
out of solosolver so that I didn't have to include divvy.c in that.)
[originally from svn r7975]
(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]
it got rid of the bogus backgrounds on all the text; but on the
other hand it mysteriously caused all the images to become black and
white! Serves me right for testing with Bridges which was B&W to
start with. Instead, we'll just tell xvfb to use a 24-bit display
and let it sort out the visuals for itself; that seems to work better.
[originally from svn r7932]
generates PPC/Intel dual-architecture binaries.
This turns out not to be too painful: you compile and link your
programs using `gcc -arch ppc' or `gcc -arch i386', then you use a
command of the form `lipo -create ppc-binary i386-binary -output
binary' to construct a universal binary. It works equally well on
command-line standalone executable files and the executables within
application directories. Also added the -mmacosx-version-min option,
since otherwise the OS X build tools appear to default to building
binaries which will crash (without anything resembling a
comprehensible error message) on any earlier release.
The handling of version.o in this checkin is somewhat grotty. I'd
prefer a method more cleverly intertwingled with mkfiles.pl so I
didn't have to maintain the OS X architecture list in both
mkfiles.pl and Recipe. (Not that I anticipate Apple switching
architectures again in the immediate future, but it's the principle
of the thing.)
[originally from svn r7916]
(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]
connected polyominoes actually causes a loss of generality for
sufficiently large k. I hadn't previously noticed, because you need
k to be (I think) at least 23 and none of my potential applications
require anything nearly that large. Add some discussion of this.
[originally from svn r7701]
works, but it's slow, and the puzzles are currently at a relatively
low level of difficulty. Also this is a generator only: no UI yet
(because I'm waiting to see if I can make the generator practical
before bothering to write the rest).
[originally from svn r7700]
arbitrary unclaimed square. This cures the most common cause of
generation failures (covering a large area in dominoes was the most
difficult case, and would fail even if the large area was 1xn!); the
failure rate is now sufficiently low under all circumstances I've
found that I'm willing to just loop until I get a success.
[originally from svn r7693]
rectangle into equally sized ominoes. I have a couple of potential
applications for this, but none I've actually implemented yet, so
for the moment it's living in `unfinished'.
[originally from svn r7690]
suppress the display of `this square can't be a light' blobs in a
lit square, on the grounds that we already know _lit_ squares can't
be lights. This makes the solved game look cleaner (I've always
thought the detritus of blobs on some but not all non-light squares
looked messy), but on the other hand it's slightly jarring during
play. So I'm checking it in, but as a configurable option which is
off by default.
[originally from svn r7656]
`clues' array being able to be -1, so we must explicitly declare it
as `signed char' or it will break on platforms whose default char is
unsigned.
[originally from svn r7636]
about eating the letter `d' (for `diagonal') when it appears in a
symmtery description: it should only be used after `m', because
mirror symmetry is the only type that can be diagonal. This was
causing parsing of the parameter description `3x3adu' to produce the
wrong answer: the d would be swallowed, then the u ignored for being
incomprehensible, and you'd get default Trivial difficulty.
[originally from svn r7386]
across changes in game parameters (e.g., changing difficulty without changing
size). This also has the effect of preserving the user-selected tilesize if the
grid size is changed. (From Debian bug#379452.)
[originally from svn r7368]
(from Debian bug#379452).
Tested on Gtk 2. I've been unable to find a Gtk+-1.2 installation on which
Puzzles compiles, so not tested there.
[originally from svn r7367]