a better upper bound on the number of bridges leaving a given island
in a given direction was not counted as having 'done something'; so a
solver run could make several such deductions, but then terminate in
the belief that it hadn't achieved anything, when just going back
round the main solver loop would have enabled it to make further
deductions based on those new bounds.
[originally from svn r9377]
remembering whether the player had ever used the hint or solve
functions, even if they then pressed undo (and even if they saved and
restored).
As far as Solve+Undo is concerned, this just brings Range into line
with common practice in the rest of my puzzles. On the other hand,
Range is the first time there's been a 'hint' function to consider in
this question, so here's a policy decision: the victory flash is not a
congratulation for a puzzle solved unaided, it's a confirmation that
you really have reached a correct solution and haven't made any
mistakes. So the only reason to omit the victory flash is if you've
used the Solve operation to go straight to a guaranteed-correct
solution _in a single move_; if you're using the hint button, there's
still scope for you to make mistakes in all your non-hint moves, so
the victory flash is still a useful indicator that you didn't.
[originally from svn r9306]
beginning, we should wrap back to COL_B0+1 rather than COL_B0 itself,
so as not to reuse white. White should be special, and always indicate
a properly numbered square.
[originally from svn r9305]
than 26 separate linked chains of unnumbered squares: we now wrap from
'z' to an Excel-like 'aa', 'ab', ..., instead of falling off z into
punctuation and control characters.
[originally from svn r9304]
midend_status(), and given it three return codes for win, (permanent)
loss and game-still-in-play. Depending on what the front end wants to
use it for, it may find any or all of these three states worth
distinguishing from each other.
(I suppose a further enhancement might be to add _non_-permanent loss
as a fourth distinct status, to describe situations in which you can't
play further without pressing Undo but doing so is not completely
pointless. That might reasonably include dead-end situations in Same
Game and Pegs, and blown-self-up situations in Mines and Inertia.
However, I haven't done this at present.)
[originally from svn r9179]
that we can pass -1 in calls from game_print(). Fixes a printing bug
in which all the adjs and gts were overlaid with giant black
rectangles! (Because COL_BACKGROUND doesn't mean the same thing in
that context.)
[originally from svn r9175]
arrays 'textx' and 'texty' to the game_drawstate but failed to
initialise them in the temporary drawstate used by game_print().
Thanks to Arun Giridhar for spotting this.
[originally from svn r9173]
I've decided that the extremely low density of one-option
multiplication clues is not a universally good idea after all: it
seems to me to make puzzles _quantitatively_ harder, even if Keen's
difficulty-level system can't see any difference in the set of modes
of reasoning required at least once to solve the grid.
So I've readjusted the clue selection, so that multiplicative clues
with only one workable pair of factors are restored to 'good' status
at Normal difficulty level and below, and only considered less-than-
fully-desirable at Hard and above. I think that's a reasonable
compromise.
[originally from svn r9170]
[r9165 == e7b2a9dd8d8915802fb69ce2242b1f913b7f3172]
4-vector representation, rather than mucking about with sines and
cosines after grid generation. _Should_ make no difference in the
generated grids (there's a theoretical risk of an unlucky rounding
error just about managing to push some point in or out of bounds, but
I think it's vanishingly small), but simplifies the coordinate-
flattening procedure, and in particular increases its chance of
getting vertical lines actually vertical.
(Prior to this change, the game ID
10x10t12:G2554,-31,108_a3b12h0a212a3d102b2a23a2e3b01b0a2c2a0c0 was
generating a not-quite-vertical edge at top left, in the Java port but
not on Linux; I suspect differences in sin and cos as the cause of the
discrepancy. With the rotation done like this, the points'
x-coordinates are now computed without reference to their
y-coordinates.)
[originally from svn r9168]
additions of missing 'static' and explicit 'void' in parameter lists,
plus one or two other things like explicitly casting chars in variadic
argument lists to int and using DBL_MAX if HUGE_VAL isn't available.
[originally from svn r9166]
intended behaviour of classifying multiplication clues as low-quality
if they only left one possible pair of multiplicands has never
actually worked, because I should have compared the possible clue
count against 2 rather than 1 since the multiplicands can occur either
way round.
[originally from svn r9165]
thereafter read. Most of these changes are just removal of pointless
stuff or trivial reorganisations; one change is actually substantive,
and fixes a bug in Keen's clue selection (the variable 'bad' was
unreferenced not because I shouldn't have set it, but because I
_should_ have referenced it!).
[originally from svn r9164]
to add two kinds of Penrose tiling to the grid types supported by
Loopy.
This has involved a certain amount of infrastructure work, because of
course the whole point of Penrose tilings is that they don't have to
be the same every time: so now grid.c has grown the capacity to
describe its grids as strings, and reconstitute them from those string
descriptions. Hence a Penrose Loopy game description consists of a
string identifying a particular piece of Penrose tiling, followed by
the normal Loopy clue encoding.
All the existing grid types decline to provide a grid description
string, so their Loopy game descriptions have not changed encoding.
[originally from svn r9159]
part that converts from abstract grid coordinates into screen
coordinates. This should speed up window-resizing by eliminating
pointless reiteration of the complicated part of the algorithm: now
when a game_drawstate is renewed, only the conversion into screen
coordinates has to be redone.
[originally from svn r9157]
solosolver verbose diagnostics in X mode. Also added gcc-specific
prototypes with __attribute__((format)) to ensure they all get checked
in future.
Spotted by Arun Giridhar; segfault without this fix is reproducible by
'solosolver -v 3x3x:7_9e4_1c7d3e3d1b2_4e2c6e5_6b1d8e5d9c8_2e9_5'.
[originally from svn r9151]
darker than the background, because the Java front end demonstrates
that it's a bit eyewatering when it _matches_ the background.
[originally from svn r9145]
to have the effect of enabling large Easy-level grids to be
constructed in all grid types. Without this, some generations at Easy
level (e.g. 'loopy --generate 1 7x7t9de') can spin forever because
_even with all clues filled in_ the generated grids can't be solved at
that level.
[originally from svn r9143]
heading level. It's _almost_ apt to have it as a subheading of
midend_solve(), but not quite, and it certainly wasn't intentional - I
must have absentmindedly typed the wrong Halibut command letter.
[originally from svn r9142]
state is in a solved position, and a midend function wrapping it.
(Or, at least, a situation in which further play is pointless. The
point is, given that game state, would it be a good idea for a front
end that does that sort of thing to proactively provide the option to
start a fresh game?)
[originally from svn r9140]
it clears a clipping region that it knows what features will need
redrawing in that region. Instead, I've moved all the clip/unclip/draw
functionality out into a game_redraw_in_rect() function which checks
_everything_ on the grid to see if it lies in the region.
As far as I can tell the effect only shows up in grid types that
aren't checked in, but it makes the code look nicer too.
(It would be nicer still to avoid the brute-force loop over the whole
grid checking it against the bounding box, particularly when we're
drawing in multiple bounding boxes. But this will do for the moment.)
[originally from svn r9138]
drawn in a face: averaging the vertex positions works fine for regular
or roughly regular convex polygons, but it'll start being a pain for
odder or concave ones.
This is a kludgey brute-force algorithm; I have ideas about more
elegant ways of doing this job, but they're more fiddly, so I thought
I'd start with something that basically worked.
[originally from svn r9137]
they meet at sharp enough angles that the thick lines overlap
noticeably outside the circle of the point - redrawing the edges in a
different order each time looks ugly. Arrange to always redraw edges
in order of colour, so that empty lines are drawn before indeterminate
lines which in turn come before filled-in lines.
[originally from svn r9136]
overly complicated algorithm that uses it to home in on the grid edge
closest to a mouse click. That algorithm is being stressed beyond its
limit by the new grid type, and it's unnecessary anyway given that no
sensibly sized puzzle grid is going to be big enough to make it
prohibitively expensive just to do the trivial approach of iterating
over all edges and finding the closest of the eligible ones.
[originally from svn r9108]
elements to toggle thick lines in the grid. Helps to delineate
subgroups and cosets, so it's easier to remember what you can
legitimately fill in by associativity.
(I should really stop fiddling with this game's UI; it's far too silly.)
[originally from svn r9084]
much easier to keep track of things if, once you've identified a
cyclic subgroup, you can move it into a contiguous correctly ordered
block.
[originally from svn r9075]
(more finished) puzzles in 'unfinished', as Java applets only. (The
rationale being: puzzles in 'unfinished' can be played locally by
people who go to the extra effort of downloading and building the
source, but to play them in Java is particularly inconvenient unless I
build the Java version myself. I just won't link it from the front
page.)
[originally from svn r9073]
Use the puzzle background colour, like the GTK front end does.
(I know that renders the effect of the previous commit invisible,
but it's the principle of the thing! :-)
[originally from svn r9023]
width and height by assuming mirror symmetry within the containing
applet area. Instead, use the proper width and height as given back
by the C sizing function.
(In particular, this fixes a bug where the non-blanked puzzle area
appeared too tall by the height of the menu bar, probably as a
result of confusing PuzzleApplet.getHeight() with
PuzzlePanel.getHeight(). But the mirroring approach was conceptually
wrong anyway.)
[originally from svn r9022]
applies to both drawing mechanisms, and secondly, make sure to paint
the spare pieces of window in the _puzzle's_ background colour
rather than the (sometimes slightly different) system default.
[originally from svn r9021]
[r8997 == 26c669a6b2892b97b4a9bc6842f633291951fdbd]
the size of the rotating sections in Twiddle is a misnomer, since
it's actually measuring something more like the diameter of the
section. Replace the word throughout with 'rotating block size' or
similar.
[originally from svn r9013]