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authorSimon Tatham <anakin@pobox.com>2005-12-26 11:26:34 +0000
committerSimon Tatham <anakin@pobox.com>2005-12-26 11:26:34 +0000
commit74f45138aeb6608137344c7d5245ff6e3ec12572 (patch)
tree7cfa2acd8fd3a35e2d0bd39ee04570e908c2459f
parentf0ec00fb4cfc11b82ceb8adb54dc3460102448ac (diff)
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I've just noticed a bug in the Inertia solver: if you call it on an
already-solved grid (i.e. no gems), it will still attempt to show you a move you can make. Eliminate that special case. [originally from svn r6507]
-rw-r--r--inertia.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/inertia.c b/inertia.c
index a1ad50a..6531b98 100644
--- a/inertia.c
+++ b/inertia.c
@@ -735,6 +735,18 @@ static char *solve_game(game_state *state, game_state *currstate,
char *err, *soln, *p;
/*
+ * Before anything else, deal with the special case in which
+ * all the gems are already collected.
+ */
+ for (i = 0; i < wh; i++)
+ if (currstate->grid[i] == GEM)
+ break;
+ if (i == wh) {
+ *error = "Game is already solved";
+ return NULL;
+ }
+
+ /*
* Solving Inertia is a question of first building up the graph
* of where you can get to from where, and secondly finding a
* tour of the graph which takes in every gem.