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authorSimon Tatham <anakin@pobox.com>2015-11-03 06:56:47 +0000
committerSimon Tatham <anakin@pobox.com>2015-11-03 06:59:47 +0000
commitd60e348aae16e718e1e7cc2b6e090956eb7e4b52 (patch)
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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.
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