int c, r;
digit *grid;
unsigned char *immutable; /* marks which digits are clues */
- int completed;
+ int completed, cheated;
};
static game_params *default_params(void)
return seed;
}
-void game_free_aux_info(game_aux_info *aux)
+static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
state->immutable = snewn(area, unsigned char);
memset(state->immutable, FALSE, area);
- state->completed = FALSE;
+ state->completed = state->cheated = FALSE;
i = 0;
while (*seed) {
memcpy(ret->immutable, state->immutable, area);
ret->completed = state->completed;
+ ret->cheated = state->cheated;
return ret;
}
sfree(state);
}
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+ char **error)
+{
+ game_state *ret;
+ int c = state->c, r = state->r;
+ int rsolve_ret;
+
+ /*
+ * I could have stored the grid I invented in the game_aux_info
+ * and extracted it here where available, but it seems easier
+ * just to run my internal solver in all cases.
+ */
+
+ ret = dup_game(state);
+ ret->completed = ret->cheated = TRUE;
+
+ rsolve_ret = rsolve(c, r, ret->grid, NULL, 2);
+
+ if (rsolve_ret != 1) {
+ free_game(ret);
+ if (rsolve_ret == 0)
+ *error = "No solution exists for this puzzle";
+ else
+ *error = "Multiple solutions exist for this puzzle";
+ return NULL;
+ }
+
+ return ret;
+}
+
static char *grid_text_format(int c, int r, digit *grid)
{
int cr = c*r;
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir)
{
- if (!oldstate->completed && newstate->completed)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
new_game,
dup_game,
free_game,
+ TRUE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,