X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/ac9f41c4c8ccbf9364a5d351e4cb134812a9926b..cccb7f09e28f348e9273467cc8e410ad13283165:/inertia.c diff --git a/inertia.c b/inertia.c index a1ad50a..10ea538 100644 --- a/inertia.c +++ b/inertia.c @@ -735,6 +735,18 @@ static char *solve_game(game_state *state, game_state *currstate, char *err, *soln, *p; /* + * Before anything else, deal with the special case in which + * all the gems are already collected. + */ + for (i = 0; i < wh; i++) + if (currstate->grid[i] == GEM) + break; + if (i == wh) { + *error = "Game is already solved"; + return NULL; + } + + /* * Solving Inertia is a question of first building up the graph * of where you can get to from where, and secondly finding a * tour of the graph which takes in every gem. @@ -1899,12 +1911,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) int coords[8]; coords[0] = tx+TILESIZE/2; - coords[1] = ty+TILESIZE*1/7; - coords[2] = tx+TILESIZE*1/7; + coords[1] = ty+TILESIZE/2-TILESIZE*5/14; + coords[2] = tx+TILESIZE/2-TILESIZE*5/14; coords[3] = ty+TILESIZE/2; coords[4] = tx+TILESIZE/2; - coords[5] = ty+TILESIZE-TILESIZE*1/7; - coords[6] = tx+TILESIZE-TILESIZE*1/7; + coords[5] = ty+TILESIZE/2+TILESIZE*5/14; + coords[6] = tx+TILESIZE/2+TILESIZE*5/14; coords[7] = ty+TILESIZE/2; draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE); @@ -2140,7 +2152,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) #endif const struct game thegame = { - "Inertia", "games.inertia", + "Inertia", "games.inertia", "inertia", default_params, game_fetch_preset, decode_params,