9 Commits

Author SHA1 Message Date
c321a88408 Cleanups to completion flashes: all four of these games used to
redraw the whole window _every_ time game_redraw() was called during
a flash. Now they only redraw the whole window every time the
background colour actually changes. Thanks to James H for much of
the work.

[originally from svn r6166]
2005-08-05 17:17:23 +00:00
414330d9ad Cleanups from James H: a few missing statics, a precautionary cast
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]
2005-08-03 12:44:51 +00:00
cc06b70328 The very core of cross() is capable of suffering integer overflow on
large puzzles. Resort to hand-hacked 64-bit arithmetic for doing dot
products; everything else remains in `long' for the moment.

(Ideally I'd auto-detect the presence of `long long' and use it in
place of my cheap plastic imitation where possible, but since I
currently don't have a configure mechanism that'll have to wait.)

[originally from svn r6137]
2005-07-24 10:39:33 +00:00
3b5711c6a5 Another diagnostic mode for Untangle: if compiled with
`-DSHOW_CROSSINGS', it will show each edge in red if it is crossed
by anything, and in black otherwise. Distracting and not
particularly useful during play, but occasionally handy for
debugging cross().

[originally from svn r6136]
2005-07-24 10:09:04 +00:00
bed038e17f The `Solve' operation now rotates and/or reflects the solution grid
to bring it as close as possible to the current game state. This
means that if you request `Solve' after solving a puzzle yourself,
with the intention of finding out how similar your solution is to
the program's, then you will mostly see the differences in _shape_
rather than those being masked by the fact that yours happened to be
the other way up.

[originally from svn r6126]
2005-07-22 11:55:50 +00:00
1ff15ba8ad The Untangle completion flash was weedy and anaemic; beef it up a
bit. In particular, it now flashes between _two_ specially picked
colours (white and mid-grey), meaning that it should be visible even
if your default background colour is white; and it also flashes
twice rather than once.

[originally from svn r6121]
2005-07-20 11:05:35 +00:00
0e68ad82a9 Switch Untangle to using long' rather than int' in its internal
rationals, for the sake of 16-bit-int platforms such as Palm. Thanks
to James H.

[originally from svn r6114]
2005-07-17 17:12:21 +00:00
8ac92e8607 Two tiny cleanup patches from James H.
[originally from svn r6111]
2005-07-17 14:49:13 +00:00
a8a903db47 New puzzle: `Untangle', cloned (with the addition of random grid
generation) from a simple but rather fun Flash game I saw this
morning.

Small infrastructure change for this puzzle: while most game
backends find the midend's assumption that Solve moves are never
animated to be a convenience absolving them of having to handle the
special case themselves, this one actually needs Solve to be
animated. Rather than break that convenience for the other puzzles,
I've introduced a flag bit (which I've shoved in mouse_priorities
for the moment, shamefully without changing its name).

[originally from svn r6097]
2005-07-16 19:51:53 +00:00