line with freedesktop.org. (This is relatively simple for Puzzles,
since it only writes to the clipboard and never reads it, so the
question of which selection to use when is most easily dealt with by
always writing to both.)
[originally from svn r8929]
bridges that could go to an island, the game was not correctly
accounting for existing bridges in all circumstances.
(E.g. in 7x7m2:2a6a2a1g4a6c4i1a1h23c2b, connect the top right 1 to
the 2 left of it, and the 6 left of that correctly lights up red.
But now connect the 6 to the 6 below it, and it wrongly unlights
again.)
[originally from svn r8905]
- sometimes two regions would get the same letter
- immutable numbers could sometimes be modified
- immutable numbers are now not flagged as errors when they clash
(same as Solo's policy)
[originally from svn r8882]
reported as potentially-unused. (In fact, as far as I can tell, it's
only ever uninitialised in assertion-failing code paths, so not a
real bug.)
[originally from svn r8873]
assertion I crudely commented out has now been replaced with code
that clearly shows what you did wrong in the failing situation.
[originally from svn r8872]
long chain to a square numbered so low that the start of the chain
would have to go into negative numbers should not crash the game,
particularly when it happens as a momentary in-passing illustration.
I've fixed it for the moment just by removing the assertion. There's
probably a better fix which causes something less strange to happen
to the display as a result.
[originally from svn r8867]
$mw (it should only ever have been used in the Cygwin makefile), and
move the libraries to the end of the link line in the Unix makefile
for better portability.
[originally from svn r8853]
selected. I think this is a more or less aesthetically neutral
change for the actual selection, but the selection code is reused to
draw the victory flash and that's greatly improved by not having the
tower sides remain unflashed.
[originally from svn r8843]
Hitori. One infrastructure change in the process: latin.c has
acquired a utility function to generate a latin rectangle rather
than a full square.
[originally from svn r8828]
introduced to mimic similar macros in solo.c, in case Solo ever
moved over to being based on the latin.c solver framework; but even
Solo has long since lost those macros, so latin.c has no need to
keep them.
[originally from svn r8827]
side: instead of locating a mouse click in whichever base grid
square contained the click location, we should check to see if a
tower protrudes on to that location from a neighbouring square. That
way, a click should reliably activate the tower that was actually
drawn under the mouse pointer.
[originally from svn r8826]
3D effect. (I only committed it without so that I could preserve a
record of how the code looked before I added it.) The 3D effect can
be disabled by setting TOWERS_2D in the environment, should anybody
seriously dislike it.
[originally from svn r8817]
immediately obvious which element of the group is the identity - at
least two elements including the identity have their rows and
columns completely blanked.
[originally from svn r8810]