Simon Tatham 453a2c1ca8 Dominosa: allow set analysis even with adjacency.
I've always had the vague idea that the usual set analysis deduction
goes wrong when there are two adjacent squares, because they might be
opposite ends of the same domino and mess up the count. But I just
realised that actually you can correct for that by adjusting the
required count by one: if you have four 0 squares which between them
can only be parts of 0-0, 0-1 and 0-2, then the only way this can work
is if two of them are able to be the 0-0 - but in that case, you can
still eliminate those dominoes from all placements elsewhere. So set
analysis _can_ work in that situation; you just have to compensate for
the possible double.

(This enhanced form _might_ turn out to be something that needs
promoting into a separate difficulty level, but for the moment, I'll
try leaving it in Hard and seeing if that's OK.)
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This is the README accompanying the source code to Simon Tatham's
puzzle collection. The collection's web site is at
<https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>.

If you've obtained the source code by downloading a .tar.gz archive
from the Puzzles web site, you should find several Makefiles in the
source code. However, if you've checked the source code out from the
Puzzles git repository, you won't find the Makefiles: they're
automatically generated by `mkfiles.pl', so run that to create them.

The Makefiles include:

 - `Makefile.am', together with the static `configure.ac', is intended
   as input to automake. Run `mkauto.sh' to turn these into a
   configure script and Makefile.in, after which you can then run
   `./configure' to create an actual Unix Makefile.

 - `Makefile.vc' should work under MS Visual C++ on Windows. Run
   'nmake /f Makefile.vc' in a Visual Studio command prompt.

 - `Makefile.cyg' should work under Cygwin / MinGW. With appropriate
   tweaks and setting of TOOLPATH, it should work for both compiling
   on Windows and cross-compiling on Unix.

 - `Makefile.osx' should work under Mac OS X, provided the Xcode
   tools are installed. It builds a single monolithic OS X
   application capable of running any of the puzzles, or even more
   than one of them at a time.

 - `Makefile.wce' should work under MS eMbedded Visual C++ on
   Windows and the Pocket PC SDK; it builds Pocket PC binaries.

Many of these Makefiles build a program called `nullgame' in
addition to the actual game binaries. This program doesn't do
anything; it's just a template for people to start from when adding
a new game to the collection, and it's compiled every time to ensure
that it _does_ compile and link successfully (because otherwise it
wouldn't be much use as a template). Once it's built, you can run it
if you really want to (but it's very boring), and then you should
ignore it.

DO NOT EDIT THE MAKEFILES DIRECTLY, if you plan to send any changes
back to the maintainer. The makefiles are generated automatically by
the Perl script `mkfiles.pl' from the file `Recipe' and the various
.R files. If you need to change the makefiles as part of a patch,
you should change Recipe, *.R, and/or mkfiles.pl.

The manual is provided in Windows Help format for the Windows build;
in text format for anyone who needs it; and in HTML for the Mac OS X
application and for the web site. It is generated from a Halibut
source file (puzzles.but), which is the preferred form for
modification. To generate the manual in other formats, rebuild it,
or learn about Halibut, visit the Halibut website at
<https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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