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Substantial reworking of Solo so that it implements both Sudoku-X
(require both main diagonals to have one of every digit in addition to all the usual constraints) and Jigsaw Sudoku (replace the array of rectangular sub-blocks with the sub-blocks being random polyominoes). To implement the latter, I've moved my `divvy.c' library routine out of the `unfinished' subdirectory. Jigsaw mode is currently an undocumented feature: you enable it by setting the rows parameter to 1 (and the columns parameter to your desired grid size, which unlike normal Sudoku can be anything you like including a prime number). The reason it's undocumented is because generation times are not yet reliably short: sometimes generating a jigsaw-type puzzle can hang for hours and still get nowhere. (The algorithm should terminate in principle, but not in any time you're prepared to wait.) I _think_ I know how to solve this, but have yet to try it. Until then, jigsaw mode will remain a hidden feature. Printing of X-type puzzles is also substandard at present, because the current print-colour API replaces the desired light shading of the X-cells with heavy diagonal hatching. I plan to adjust the API imminently to address this. [originally from svn r7974]
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@ -381,6 +381,12 @@ void reset_combi(combi_ctx *combi);
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combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
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void free_combi(combi_ctx *combi);
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/*
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* divvy.c
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*/
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/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
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int *divvy_rectangle(int w, int h, int k, random_state *rs);
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/*
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* Data structure containing the function calls and data specific
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* to a particular game. This is enclosed in a data structure so
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