static void free_game(game_state *);
/* generate a random valid board; uses validate_board. */
-void make_board(int *board, int w, int h, random_state *rs) {
+static void make_board(int *board, int w, int h, random_state *rs) {
int *dsf;
const unsigned int sz = w * h;
static game_state *execute_move(game_state *state, char *move)
{
game_state *new_state;
+ const int sz = state->shared->params.w * state->shared->params.h;
if (*move == 's') {
- const int sz = state->shared->params.w * state->shared->params.h;
int i = 0;
new_state = dup_game(state);
for (++move; i < sz; ++i) new_state->board[i] = move[i] - '0';
value = strtol(move, &endptr, 0);
if (endptr == move) return NULL;
if (*endptr != '\0') return NULL;
+ if (i < 0 || i >= sz || value < 0 || value > 9) return NULL;
new_state = dup_game(state);
new_state->board[i] = value;
}
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* flags */
+ REQUIRE_NUMPAD, /* flags */
};
#ifdef STANDALONE_SOLVER /* solver? hah! */