static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
- int n = params->n, w = n+2, h = n+1, wh = w*h;
+ int n = params->n, w = n+2, h = n+1, wh = w*h, diff = params->diff;
int *grid, *grid2, *list;
struct solver_scratch *sc;
int i, j, k, len;
char *ret;
+#ifndef OMIT_DIFFICULTY_CAP
+ /*
+ * Cap the difficulty level for small puzzles which would
+ * otherwise become impossible to generate.
+ *
+ * Under an #ifndef, to make it easy to remove this cap for the
+ * purpose of re-testing what it ought to be.
+ */
+ if (diff != DIFF_AMBIGUOUS) {
+ if (n == 1 && diff > DIFF_TRIVIAL)
+ diff = DIFF_TRIVIAL;
+ if (n == 2 && diff > DIFF_BASIC)
+ diff = DIFF_BASIC;
+ }
+#endif /* OMIT_DIFFICULTY_CAP */
+
/*
* Allocate space in which to lay the grid out.
*/
/* Optionally flip the domino round. */
int flip = -1;
- if (params->diff != DIFF_AMBIGUOUS) {
+ if (diff != DIFF_AMBIGUOUS) {
int t1, t2;
/*
* If we're after a unique solution, we can do
}
assert(j == k);
solver_setup_grid(sc, grid2);
- } while (params->diff != DIFF_AMBIGUOUS &&
- (run_solver(sc, params->diff) > 1 ||
- sc->max_diff_used < params->diff));
+ } while (diff != DIFF_AMBIGUOUS &&
+ (run_solver(sc, diff) > 1 || sc->max_diff_used < diff));
solver_free_scratch(sc);