ref: 7ff09fbba196e540a60a866c9a7c208b5edacfd8
parent: 6e7421a3ba0318e730e6fafb77e5d60c25edd21a
author: Simon Tatham <anakin@pobox.com>
date: Mon May 30 08:24:31 EDT 2005
Neat idea from Gareth: if you put a % on the end of the mine count in the Custom dialog box, it'll treat it as a mine density. [originally from svn r5861]
--- a/mines.c
+++ b/mines.c
@@ -232,6 +232,8 @@
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
ret->n = atoi(cfg[2].sval);
+ if (strchr(cfg[2].sval, '%'))
+ ret->n = ret->n * (ret->w * ret->h) / 100;
ret->unique = cfg[3].ival;
return ret;
--- a/puzzles.but
+++ b/puzzles.but
@@ -891,7 +891,17 @@
\dt \e{Mines}
-\dd Number of mines in the grid.
+\dd Number of mines in the grid. You can enter this as an absolute
+mine count, or alternatively you can put a \cw{%} sign on the end in
+which case the game will arrange for that proportion of the squares
+in the grid to be mines.
+
+\lcont{
+
+Beware of setting the mine count too high. At very high densities,
+the program may spend forever searching for a solvable grid.
+
+}
\dt \e{Ensure solubility}