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.
This commit is contained in:
Simon Tatham
2015-11-03 06:56:47 +00:00
parent ffe8639619
commit d60e348aae

View File

@ -755,8 +755,12 @@ static char *solve_game(const game_state *state, const game_state *currstate,
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);