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James H has implemented a new `Tricky' difficulty level in Light Up:
a non-recursive level above Easy, which therefore moves the recursive Hard mode further up still. Play-testing suggests that in fact Tricky is often _harder_ than the old Hard mode, since the latter had limited depth of recursion and would therefore spot complex deductions only if it happened to start a recursion on the right square; Tricky may be limited in the sophistication of its complex deductions, but it never misses one, so its puzzles tend to be hard all over. Also in this checkin, a new source file `nullfe.c', containing all the annoying stub functions required to make command-line solvers link successfully. James wrote this for (the new) lightupsolver, and I've used it to simplify the other stand-alone solvers. [originally from svn r6254]
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14
puzzles.h
14
puzzles.h
@ -323,6 +323,20 @@ psdata *ps_init(FILE *outfile, int colour);
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void ps_free(psdata *ps);
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drawing *ps_drawing_api(psdata *ps);
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/*
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* combi.c: provides a structure and functions for iterating over
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* combinations (i.e. choosing r things out of n).
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*/
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typedef struct _combi_ctx {
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int r, n, nleft, total;
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int *a;
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} combi_ctx;
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combi_ctx *new_combi(int r, int n);
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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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* 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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