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| author | Simon Tatham <anakin@pobox.com> | 2015-11-03 06:56:47 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2015-11-03 06:59:47 +0000 |
| commit | d60e348aae16e718e1e7cc2b6e090956eb7e4b52 (patch) | |
| tree | 4fa47810e9f1499a062022fa8b46208301773457 /html/mines.html | |
| parent | ffe8639619dbccd838c5b226f84d4cf0eb99b69d (diff) | |
| download | puzzles-d60e348aae16e718e1e7cc2b6e090956eb7e4b52.zip puzzles-d60e348aae16e718e1e7cc2b6e090956eb7e4b52.tar.gz puzzles-d60e348aae16e718e1e7cc2b6e090956eb7e4b52.tar.bz2 puzzles-d60e348aae16e718e1e7cc2b6e090956eb7e4b52.tar.xz | |
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.
Diffstat (limited to 'html/mines.html')
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