static int new_clues(game_params *params, random_state *rs,
char *clues, char *grid)
{
- int w = params->w, h = params->h;
+ int w = params->w, h = params->h, diff = params->difficulty;
int ngen = 0, x, y, d, ret, i;
+
+ /*
+ * Difficulty exception: 5x5 Tricky is not generable (the
+ * generator will spin forever trying) and so we fudge it to Easy.
+ */
+ if (w == 5 && h == 5 && diff > DIFF_EASY)
+ diff = DIFF_EASY;
+
while (1) {
ngen++;
pearl_loopgen(w, h, grid, rs);
/*
* See if we can solve the puzzle just like this.
*/
- ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE);
+ ret = pearl_solve(w, h, clues, grid, diff, FALSE);
assert(ret > 0); /* shouldn't be inconsistent! */
if (ret != 1)
continue; /* go round and try again */
/*
* Check this puzzle isn't too easy.
*/
- if (params->difficulty > DIFF_EASY) {
- ret = pearl_solve(w, h, clues, grid, params->difficulty-1, FALSE);
+ if (diff > DIFF_EASY) {
+ ret = pearl_solve(w, h, clues, grid, diff-1, FALSE);
assert(ret > 0);
if (ret == 1)
continue; /* too easy: try again */
clue = clues[y*w+x];
clues[y*w+x] = 0; /* try removing this clue */
- ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE);
+ ret = pearl_solve(w, h, clues, grid, diff, FALSE);
assert(ret > 0);
if (ret != 1)
clues[y*w+x] = clue; /* oops, put it back again */
(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
(btn) == CURSOR_LEFT ? L : R)
-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 x, int y, int button)
{
int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;