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ref: d60e348aae16e718e1e7cc2b6e090956eb7e4b52
parent: ffe8639619dbccd838c5b226f84d4cf0eb99b69d
author: Simon Tatham <anakin@pobox.com>
date: Tue Nov 3 01:56:47 EST 2015

Format Palisade solve-type moves in sensible ASCII.

The solve move stored in 'aux' by new_game_desc consists of printable
characters in the range '@' to 'O', each representing a 4-bit bitmap
of edges around a cell. But the one generated on the fly by
solve_game() was missing out the 0x40 bit and just returning
characters in the range ^@ to ^O - which would not only have been
horrible if you found such a string in a save file, but also meant
that a game with any completely borderless square would have a
solution move string terminating early due to the ^@, causing
execute_move() to reject it.

Example: ./palisade --test-solve --generate 1 5x5n5#12345-37 now
succeeds, where previously it failed an assertion.

--- a/palisade.c
+++ b/palisade.c
@@ -755,8 +755,12 @@
     init_borders(w, h, move + 1);
     move[wh + 1] = '\0';
 
-    if (solver(&state->shared->params, state->shared->clues, move + 1))
+    if (solver(&state->shared->params, state->shared->clues, move + 1)) {
+        int i;
+        for (i = 0; i < wh; i++)
+            move[i+1] |= '@';          /* turn into sensible ASCII */
         return (char *) move;
+    }
 
     *error = "Sorry, I can't solve this puzzle";
     sfree(move);