~mdw
/
sgt
/
puzzles
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
The Light Up solver limits its recursion depth, so if it fails to find
[sgt/puzzles]
/
bridges.c
diff --git
a/bridges.c
b/bridges.c
index
f8e9e76
..
6a677e3
100644
(file)
--- a/
bridges.c
+++ b/
bridges.c
@@
-513,7
+513,6
@@
static int island_impossible(struct island *is, int strict)
{
int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc;
int i, poss;
{
int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc;
int i, poss;
- grid_type v;
struct island *is_orth;
if (nspc < 0) {
struct island *is_orth;
if (nspc < 0) {
@@
-533,7
+532,6
@@
static int island_impossible(struct island *is, int strict)
int ifree, dx = is->adj.points[i].dx;
if (!is->adj.points[i].off) continue;
int ifree, dx = is->adj.points[i].dx;
if (!is->adj.points[i].off) continue;
- v = GRID(is->state, is->adj.points[i].x, is->adj.points[i].y);
poss = POSSIBLES(is->state, dx,
is->adj.points[i].x, is->adj.points[i].y);
if (poss == 0) continue;
poss = POSSIBLES(is->state, dx,
is->adj.points[i].x, is->adj.points[i].y);
if (poss == 0) continue;
@@
-1507,11
+1505,11
@@
static int solve_island_stage3(struct island *is, int *didsth_r)
if (maxb == 0) {
debug(("...adding NOLINE.\n"));
solve_join(is, i, -1, 0); /* we can't have any bridges here. */
if (maxb == 0) {
debug(("...adding NOLINE.\n"));
solve_join(is, i, -1, 0); /* we can't have any bridges here. */
- didsth = 1;
} else {
debug(("...setting maximum\n"));
solve_join(is, i, maxb, 1);
}
} else {
debug(("...setting maximum\n"));
solve_join(is, i, maxb, 1);
}
+ didsth = 1;
}
map_update_possibles(is->state);
}
}
map_update_possibles(is->state);
}
@@
-2715,6
+2713,11
@@
static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
return 0.0F;
}
+static int game_status(game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@
-2818,6
+2821,7
@@
const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
game_redraw,
game_anim_length,
game_flash_length,
+ 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,