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I've changed my mind. For the benefit of users with slower
[sgt-puzzles.git]
/
solo.c
diff --git
a/solo.c
b/solo.c
index dc3bbc49458b1f7c4dbae51a58a2edf05263b47e..eb35e009cfb453b9be21dfdd8c37a7d2fa2d6bdf 100644
(file)
--- a/
solo.c
+++ b/
solo.c
@@
-1351,6
+1351,11
@@
static int symmetries(game_params *params, int x, int y, int *output, int s)
return i;
}
return i;
}
+struct game_aux_info {
+ int c, r;
+ digit *grid;
+};
+
static char *new_game_seed(game_params *params, random_state *rs,
game_aux_info **aux)
{
static char *new_game_seed(game_params *params, random_state *rs,
game_aux_info **aux)
{
@@
-1394,6
+1399,18
@@
static char *new_game_seed(game_params *params, random_state *rs,
assert(ret == 1);
assert(check_valid(c, r, grid));
assert(ret == 1);
assert(check_valid(c, r, grid));
+ /*
+ * Save the solved grid in the aux_info.
+ */
+ {
+ game_aux_info *ai = snew(game_aux_info);
+ ai->c = c;
+ ai->r = r;
+ ai->grid = snewn(cr * cr, digit);
+ memcpy(ai->grid, grid, cr * cr * sizeof(digit));
+ *aux = ai;
+ }
+
/*
* Now we have a solved grid, start removing things from it
* while preserving solubility.
/*
* Now we have a solved grid, start removing things from it
* while preserving solubility.
@@
-1516,7
+1533,8
@@
static char *new_game_seed(game_params *params, random_state *rs,
static void game_free_aux_info(game_aux_info *aux)
{
static void game_free_aux_info(game_aux_info *aux)
{
- assert(!"Shouldn't happen");
+ sfree(aux->grid);
+ sfree(aux);
}
static char *validate_seed(game_params *params, char *seed)
}
static char *validate_seed(game_params *params, char *seed)
@@
-1614,31
+1632,37
@@
static void free_game(game_state *state)
sfree(state);
}
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *a
ux
,
+static game_state *solve_game(game_state *state, game_aux_info *a
i
,
char **error)
{
game_state *ret;
char **error)
{
game_state *ret;
- int c = state->c, r = state->r;
+ int c = state->c, r = state->r
, cr = c*r
;
int rsolve_ret;
int rsolve_ret;
- /*
- * I could have stored the grid I invented in the game_aux_info
- * and extracted it here where available, but it seems easier
- * just to run my internal solver in all cases.
- */
-
ret = dup_game(state);
ret->completed = ret->cheated = TRUE;
ret = dup_game(state);
ret->completed = ret->cheated = TRUE;
- rsolve_ret = rsolve(c, r, ret->grid, NULL, 2);
+ /*
+ * If we already have the solution in the aux_info, save
+ * ourselves some time.
+ */
+ if (ai) {
+
+ assert(c == ai->c);
+ assert(r == ai->r);
+ memcpy(ret->grid, ai->grid, cr * cr * sizeof(digit));
- if (rsolve_ret != 1) {
- free_game(ret);
- if (rsolve_ret == 0)
- *error = "No solution exists for this puzzle";
- else
- *error = "Multiple solutions exist for this puzzle";
- return NULL;
+ } else {
+ rsolve_ret = rsolve(c, r, ret->grid, NULL, 2);
+
+ if (rsolve_ret != 1) {
+ free_game(ret);
+ if (rsolve_ret == 0)
+ *error = "No solution exists for this puzzle";
+ else
+ *error = "Multiple solutions exist for this puzzle";
+ return NULL;
+ }
}
return ret;
}
return ret;