or two, a debugging fix, a couple of explicit initialisations of
variables that were previously read uninitialised, and a fix for a
whopping great big memory leak in Slant owing to me having
completely forgotten to write free_game().
[originally from svn r6159]
positions immediately when you make an error, the game now reveals
as little information as is necessary to prove you wrong (including
none - if an existing laser path you know about is inconsistent with
your guesses, the game will just point it out and tell you nothing
new!) and you can try again. Errors are counted in much the same way
as deaths in Mines.
[originally from svn r6152]
selection in the redraw function, so that locked squares are no
longer displayed once the game is at an end. (It looked untidy and
disorienting for lighter-coloured locked squares to suddenly become
darker when the box was opened. You can still flip back and forth to
your previous game state using undo/redo if you want to compare the
results against your lock pattern.)
[originally from svn r6150]
- clarified wording of messages in validate_params(), including in
particular a correction from `< 255' to `<= 255'
- fixed random_upto() in game generation which caused the maximum
number of balls never to be used when there was uncertainty
- fixed widespread miscalculation of rectangular-array indices
(multiplication by h instead of w, which would have broken
non-square grids rather profoundly)
- corrected an ANSI namespace violation
- removed real functionality from the inside of assert()
statements, so that the game should still work when compiled
-DNDEBUG
- couple of unnecessary linear-time loops removed.
[originally from svn r6149]