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Bring Pearl's game-completion handling in line with my usual practice:
[sgt/puzzles]
/
singles.c
diff --git
a/singles.c
b/singles.c
index
2c33337
..
32449b6
100644
(file)
--- a/
singles.c
+++ b/
singles.c
@@
-630,7
+630,7
@@
static void solver_op_add(struct solver_state *ss, int x, int y, int op, const c
}
sop = &(ss->ops[ss->n_ops++]);
sop->x = x; sop->y = y; sop->op = op; sop->desc = desc;
}
sop = &(ss->ops[ss->n_ops++]);
sop->x = x; sop->y = y; sop->op = op; sop->desc = desc;
- debug(("added solver op %s ('%s') at (%d,%d)",
+ debug(("added solver op %s ('%s') at (%d,%d)
\n
",
op == BLACK ? "BLACK" : "CIRCLE", desc, x, y));
}
op == BLACK ? "BLACK" : "CIRCLE", desc, x, y));
}
@@
-641,7
+641,7
@@
static void solver_op_circle(game_state *state, struct solver_state *ss,
if (!INGRID(state, x, y)) return;
if (state->flags[i] & F_BLACK) {
if (!INGRID(state, x, y)) return;
if (state->flags[i] & F_BLACK) {
- debug(("... solver wants to add auto-circle on black (%d,%d)", x, y));
+ debug(("... solver wants to add auto-circle on black (%d,%d)
\n
", x, y));
state->impossible = 1;
return;
}
state->impossible = 1;
return;
}
@@
-659,7
+659,7
@@
static void solver_op_blacken(game_state *state, struct solver_state *ss,
if (!INGRID(state, x, y)) return;
if (state->nums[i] != num) return;
if (state->flags[i] & F_CIRCLE) {
if (!INGRID(state, x, y)) return;
if (state->nums[i] != num) return;
if (state->flags[i] & F_CIRCLE) {
- debug(("... solver wants to add auto-black on circled(%d,%d)", x, y));
+ debug(("... solver wants to add auto-black on circled(%d,%d)
\n
", x, y));
state->impossible = 1;
return;
}
state->impossible = 1;
return;
}
@@
-683,12
+683,12
@@
static int solver_ops_do(game_state *state, struct solver_state *ss)
if (op.op == BLACK) {
if (state->flags[i] & F_CIRCLE) {
if (op.op == BLACK) {
if (state->flags[i] & F_CIRCLE) {
- debug(("Solver wants to blacken circled square (%d,%d)!", op.x, op.y));
+ debug(("Solver wants to blacken circled square (%d,%d)!
\n
", op.x, op.y));
state->impossible = 1;
return n_ops;
}
if (!(state->flags[i] & F_BLACK)) {
state->impossible = 1;
return n_ops;
}
if (!(state->flags[i] & F_BLACK)) {
- debug(("... solver adding black at (%d,%d): %s", op.x, op.y, op.desc));
+ debug(("... solver adding black at (%d,%d): %s
\n
", op.x, op.y, op.desc));
#ifdef STANDALONE_SOLVER
if (verbose)
printf("Adding black at (%d,%d): %s\n", op.x, op.y, op.desc);
#ifdef STANDALONE_SOLVER
if (verbose)
printf("Adding black at (%d,%d): %s\n", op.x, op.y, op.desc);
@@
-703,12
+703,12
@@
static int solver_ops_do(game_state *state, struct solver_state *ss)
}
} else {
if (state->flags[i] & F_BLACK) {
}
} else {
if (state->flags[i] & F_BLACK) {
- debug(("Solver wants to circle blackened square (%d,%d)!", op.x, op.y));
+ debug(("Solver wants to circle blackened square (%d,%d)!
\n
", op.x, op.y));
state->impossible = 1;
return n_ops;
}
if (!(state->flags[i] & F_CIRCLE)) {
state->impossible = 1;
return n_ops;
}
if (!(state->flags[i] & F_CIRCLE)) {
- debug(("... solver adding circle at (%d,%d): %s", op.x, op.y, op.desc));
+ debug(("... solver adding circle at (%d,%d): %s
\n
", op.x, op.y, op.desc));
#ifdef STANDALONE_SOLVER
if (verbose)
printf("Adding circle at (%d,%d): %s\n", op.x, op.y, op.desc);
#ifdef STANDALONE_SOLVER
if (verbose)
printf("Adding circle at (%d,%d): %s\n", op.x, op.y, op.desc);
@@
-835,7
+835,7
@@
static int solve_allblackbutone(game_state *state, struct solver_state *ss)
solver_op_add(ss, ifree%state->w, ifree/state->w, CIRCLE,
"CC/CE/QM: white cell with single non-black around it");
else {
solver_op_add(ss, ifree%state->w, ifree/state->w, CIRCLE,
"CC/CE/QM: white cell with single non-black around it");
else {
- debug(("White cell with no escape at (%d,%d)", x, y));
+ debug(("White cell with no escape at (%d,%d)
\n
", x, y));
state->impossible = 1;
return 0;
}
state->impossible = 1;
return 0;
}
@@
-941,9
+941,9
@@
static void solve_offsetpair_pair(game_state *state, struct solver_state *ss,
if (an == dn) {
/* We have a match; so (WLOG) the 'A' marked above are at
* (x1,y1) and (x2,y2), and the 'B' are at (ax,ay) and (dx,dy). */
if (an == dn) {
/* We have a match; so (WLOG) the 'A' marked above are at
* (x1,y1) and (x2,y2), and the 'B' are at (ax,ay) and (dx,dy). */
- debug(("Found offset-pair: %d at (%d,%d) and (%d,%d)",
+ debug(("Found offset-pair: %d at (%d,%d) and (%d,%d)
\n
",
state->nums[y1*w + x1], x1, y1, x2, y2));
state->nums[y1*w + x1], x1, y1, x2, y2));
- debug((" and: %d at (%d,%d) and (%d,%d)",
+ debug((" and: %d at (%d,%d) and (%d,%d)
\n
",
an, ax, ay, dx[d], dy[d]));
xd = dx[d] - x2; yd = dy[d] - y2;
an, ax, ay, dx[d], dy[d]));
xd = dx[d] - x2; yd = dy[d] - y2;
@@
-997,7
+997,7
@@
static int solve_hassinglewhiteregion(game_state *state, struct solver_state *ss
state->flags[i] &= ~F_SCRATCH;
}
if (lwhite == -1) {
state->flags[i] &= ~F_SCRATCH;
}
if (lwhite == -1) {
- debug(("solve_hassinglewhite: no white squares found!"));
+ debug(("solve_hassinglewhite: no white squares found!
\n
"));
state->impossible = 1;
return 0;
}
state->impossible = 1;
return 0;
}
@@
-1056,7
+1056,7
@@
static int solve_removesplits(game_state *state, struct solver_state *ss)
int i, x, y, n_ops = ss->n_ops;
if (!solve_hassinglewhiteregion(state, ss)) {
int i, x, y, n_ops = ss->n_ops;
if (!solve_hassinglewhiteregion(state, ss)) {
- debug(("solve_removesplits: white region is not contiguous at start!"));
+ debug(("solve_removesplits: white region is not contiguous at start!
\n
"));
state->impossible = 1;
return 0;
}
state->impossible = 1;
return 0;
}
@@
-1242,7
+1242,7
@@
static int new_game_is_good(game_params *params,
}
if (sret <= 0 || sret_easy > 0) {
}
if (sret <= 0 || sret_easy > 0) {
- debug(("Generated puzzle %s at chosen difficulty %s",
+ debug(("Generated puzzle %s at chosen difficulty %s
\n
",
sret <= 0 ? "insoluble" : "too easy",
singles_diffnames[params->diff]));
return 0;
sret <= 0 ? "insoluble" : "too easy",
singles_diffnames[params->diff]));
return 0;
@@
-1306,7
+1306,7
@@
static char *new_game_desc(game_params *params, random_state *rs,
generate:
ss->n_ops = 0;
generate:
ss->n_ops = 0;
- debug(("Starting game generation, size %dx%d", w, h));
+ debug(("Starting game generation, size %dx%d
\n
", w, h));
memset(state->flags, 0, state->n*sizeof(unsigned int));
memset(state->flags, 0, state->n*sizeof(unsigned int));
@@
-1326,7
+1326,7
@@
generate:
for (j = 0; j < state->n; j++) {
i = scratch[j];
if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) {
for (j = 0; j < state->n; j++) {
i = scratch[j];
if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) {
- debug(("generator skipping (%d,%d): %s", i%w, i/w,
+ debug(("generator skipping (%d,%d): %s
\n
", i%w, i/w,
(state->flags[i] & F_CIRCLE) ? "CIRCLE" : "BLACK"));
continue; /* solver knows this must be one or the other already. */
}
(state->flags[i] & F_CIRCLE) ? "CIRCLE" : "BLACK"));
continue; /* solver knows this must be one or the other already. */
}
@@
-1343,7
+1343,7
@@
generate:
solver_ops_do(state, ss);
if (state->impossible) {
solver_ops_do(state, ss);
if (state->impossible) {
- debug(("generator made impossible, restarting..."));
+ debug(("generator made impossible, restarting...
\n
"));
goto generate;
}
}
goto generate;
}
}
@@
-1382,10
+1382,10
@@
randomise:
!new_game_is_good(params, state, tosolve)) {
ntries++;
if (ntries > MAXTRIES) {
!new_game_is_good(params, state, tosolve)) {
ntries++;
if (ntries > MAXTRIES) {
- debug(("Ran out of randomisation attempts, re-generating."));
+ debug(("Ran out of randomisation attempts, re-generating.
\n
"));
goto generate;
}
goto generate;
}
- debug(("Re-randomising numbers under black squares."));
+ debug(("Re-randomising numbers under black squares.
\n
"));
goto randomise;
}
goto randomise;
}
@@
-1471,7
+1471,7
@@
struct game_drawstate {
unsigned int *flags;
};
unsigned int *flags;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *state, game_ui *ui,
const
game_drawstate *ds,
int mx, int my, int button)
{
char buf[80], c;
int mx, int my, int button)
{
char buf[80], c;
@@
-1527,7
+1527,7
@@
static game_state *execute_move(game_state *state, char *move)
game_state *ret = dup_game(state);
int x, y, i, n;
game_state *ret = dup_game(state);
int x, y, i, n;
- debug(("move: %s", move));
+ debug(("move: %s
\n
", move));
while (*move) {
char c = *move;
while (*move) {
char c = *move;
@@
-1735,9
+1735,9
@@
static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
return 0.0F;
}
-static int game_
is_solved
(game_state *state)
+static int game_
status
(game_state *state)
{
{
- return state->completed;
+ return state->completed
? +1 : 0
;
}
static int game_timing_state(game_state *state, game_ui *ui)
}
static int game_timing_state(game_state *state, game_ui *ui)
@@
-1826,7
+1826,7
@@
const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
game_redraw,
game_anim_length,
game_flash_length,
- game_
is_solved
,
+ game_
status
,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,