platform-dependent code in puzzles.h (ick), which in turn depended
on the magic symbol MAC_OS_X being defined by mkfiles.pl itself
(yuck). Suddenly realised I can do much better simply by putting it
in an OS X makefile extras section in Recipe, and removing both
previous hacks. Much nicer.
[originally from svn r5191]
of the manual using Halibut (with one additional magic tag in the
<HEAD> section), stuck it in the right part of the application
bundle, referenced it in Info.plist, and added a Help menu.
Everything else was automatic. Not bad!
[originally from svn r5190]
edges and the bottom/right ones. Fix it. (Also remove it from the
todo list in osx.m, where I had entered it in the assumption that it
was a bug in my new OS X port! Turns out it's an entirely platform-
independent bug.)
[originally from svn r5187]
game sizes and entering of specific game IDs. I think this is now a
plausibly usable port, even if still by no means _finished_.
[originally from svn r5182]
Mac OS X application bundle, and provided an icon for Puzzles.
Also renamed the OS X source file from macosx.m to osx.m, so that it
can sit beside other things such as osx-info.plist and not cause
enormously long filenames.
[originally from svn r5179]
already takes care of managing the allocation of game presets, so
there's no need for me to introduce scary ObjC machinery to do so in
the frontend.
[originally from svn r5178]
puzzles are compiled together into a single monolithic application
which allows you to select each one from one of its menus.
[originally from svn r5173]
binary if we choose: fix bugs in cube.c and sixteen.c that manifest
when compiled that way, and introduce list.c which provides a global
list of all the available puzzles.
[originally from svn r5169]
functions and a couple of variables, now each one exports a single
structure containing a load of function pointers and said variables.
This should make it easy to support platforms on which it's sensible
to compile all the puzzles into a single monolithic application. The
two existing platforms are still one-binary-per-game.
[originally from svn r5126]
tiles randomly. (Rachel asked for this; it's been being tested for a good few
months now, and Simon didn't care either way, so in it goes :)
As part of this, the front end can now be asked to provide a random random
seed (IYSWIM).
[originally from svn r5019]
MODULES top-level directory, which is where the Tartarus website
scripts will (hopefully) start reading them from.
[originally from svn r4813]
[this svn revision also touched charset,enigma,filter,halibut,putty,pycee,sdlgames,timber]
[originally from svn r4788]
[this svn revision also touched bmbm,caltrap,charset,enigma,filter,fonts,golem,grunge,halibut,html,lj,local,misc,polyhedra,putty,putty-website,putty-wishlist,pycee,sdlgames,svn-tools,timber,tweak]
might run again in mid-shutdown and cause chaos, if you hit `q' in
the middle of an animated sequence such as the Net finishing flash.
[originally from svn r4525]
argument `dir' which tells them whether this redraw is due to an undo, rather
than have them second-guess it from game state.
Note that none of the actual games yet take advantage of this; so it hasn't
been tested in anger (although it has been inspected by debugging).
[originally from svn r4469]
of puzzle. Configurable option, turned off by default, and not
propagated in game IDs (though you can explicitly specify it in
command-line parameters, and the docs explain how).
[originally from svn r4461]
gtk_main_quit not to get called, with the result that the whole game
ended up running one gtk_main level lower down. This meant that
final dialog box processing was not performed, so that (for example)
selecting 1x1 in Net, hitting OK and getting an error box, then
selecting a different size and hitting OK again failed to change to
the new size.
[originally from svn r4376]
parameters as a string, and decode it again. This is used in
midend.c to prepend the game parameters to the game seed, so that
copying out of the Specific box is sufficient to completely specify
the game you were playing.
Throughout development of these games I have referred to `seed'
internally, and `game ID' externally. Now there's a measurable
difference between them! :-)
[originally from svn r4231]
to maintain the `visible' array accurately and hence actually switch
it on. This prevents us having to redraw the entire playing area on
any move, which means really big grids are now sensibly playable
without display lag.
[originally from svn r4221]