increment the deaths counter. In doing so, I incorrectly handled the
borderline case, so that a death incurred _in the act_ of collecting
the final gem also didn't increment the deaths counter. Now it does.
[originally from svn r6277]
size of the puzzle window. This has involved some _completely
stupid_ window manipulation: in order to figure out in advance how
big I want my main window to be, I first have to _create_ the status
bar so I know how tall it is; but since I can't reparent it into my
main window after I've created it, I then have to throw that status
bar away and create a new one. *sigh*
[originally from svn r6276]
to call game_set_size() twice on the same drawstate. Finally, a
definite decision: it isn't. Accordingly, midend.c arranges never to
do so, the devel docs state that puzzles may enforce by assertion
that it never happens, and the four puzzles which care (i.e. use
blitters) do so.
[originally from svn r6274]
one is <game>_TILESIZE, adjusting the game's default size. I
anticipate that this will probably _mostly_ be useful for debugging.
[originally from svn r6269]
cleanliness), plus he's enlarged the pencil-mark circles from
TILESIZE/8 to TILESIZE/7. Makes no difference at all (thanks to
integer division) when TILESIZE is the default of 20, but presumably
helps at some other tile sizes. Fine by me.
[originally from svn r6265]
a non-recursive level above Easy, which therefore moves the
recursive Hard mode further up still. Play-testing suggests that in
fact Tricky is often _harder_ than the old Hard mode, since the
latter had limited depth of recursion and would therefore spot
complex deductions only if it happened to start a recursion on the
right square; Tricky may be limited in the sophistication of its
complex deductions, but it never misses one, so its puzzles tend to
be hard all over.
Also in this checkin, a new source file `nullfe.c', containing all
the annoying stub functions required to make command-line solvers
link successfully. James wrote this for (the new) lightupsolver, and
I've used it to simplify the other stand-alone solvers.
[originally from svn r6254]
it had a command-line solver. In order to do this, I've had to
expose the internal region numbering because the solver has to have
some way to state which region it means; and in any case it's also
useful to have human-visible region numbering so that two people can
discuss a puzzle they're solving together. So pressing L during play
now toggles the display of region numbers; and `mapsolver' uses
those same numbers when showing its working and its solutions.
[originally from svn r6244]
level: positional set elimination (which is so obvious I really
should have thought of it myself, though it's tricky to spot) and
forcing chains (which are a type of one-level proof by
contradiction, findable through a simple breadth-first search
without requiring recursion, but so ludicrously powerful that they
are able to solve _two thirds_ of grids that the pre-Extreme Solo
generated and rated as Unreasonable).
Of course this makes Unreasonable mode harder still...
[originally from svn r6239]
- the exclamation mark was a bit dot-heavy
- allowing the indicator to be placed at a grid point as well as
half way between two grid points allows some much more natural
positioning.
[originally from svn r6234]
outline polygon with a clipping rectangle active. I don't know or
care whether this is GTK or my X server or what, but I'm working
around it by drawing the lines myself, which seems to sort it out.
[originally from svn r6227]
independently discovered an advanced reasoning technique in Map, and
then it occurred to me that since Solo can also be considered as a
graph-colouring game the same technique ought to be applicable. And
it is; so here's a new difficulty level, `Extreme', which sits just
above Advanced. Grids graded `Extreme' by new-Solo will of course
fall into old-Solo's `Unreasonable' category (since they're not
soluble using the old set of non-recursive methods). A brief and
unscientific experiment suggests that about one in six Unreasonable
grids generated by old-Solo are classified Extreme by the new
solver; so the remaining Unreasonable mode (now containing a subset
of the grids it used to) hasn't actually become much harder.
[originally from svn r6209]
place in r6190. I'm quite pleased that I didn't have to modify the
printing infrastructure _at all_ to make this work; the only source
change required outside windows.c was the addition of a trivial
utility function midend_get_params(), and that was for the benefit
of bulk puzzle generation rather than anything to do with actual
printing.
As far as I can tell, all printable puzzles now print almost
indistinguishably from the way they print under Unix. If you look
closely the font is slightly different, and the Windows standard
hatching doesn't seem to be quite as nice as the kind I did by hand
in ps.c (and, particularly annoyingly, hatched areas don't show up
at all for me when I print to a file and use gv, though they come
out fine on the printer itself); but it's all there, and it all
works.
[originally from svn r6193]
[r6190 == af59dcf6858264103bbc621761feee3aed5aaf2a]