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authorSimon Tatham <anakin@pobox.com>2005-09-01 11:57:56 +0000
committerSimon Tatham <anakin@pobox.com>2005-09-01 11:57:56 +0000
commit94b36c11e00bb740813506b0d3911f90f1829941 (patch)
tree07767f714efa6b617fde66876073a16eebd89ea3 /map.c
parent6992530a8514f88238fd6f8c508f54b058ee3f19 (diff)
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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]
Diffstat (limited to 'map.c')
-rw-r--r--map.c39
1 files changed, 0 insertions, 39 deletions
diff --git a/map.c b/map.c
index bfff90a..6ed9e14 100644
--- a/map.c
+++ b/map.c
@@ -3119,45 +3119,6 @@ const struct game thegame = {
#ifdef STANDALONE_SOLVER
-#include <stdarg.h>
-
-void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
- int align, int colour, char *text) {}
-void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
-void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
-void draw_polygon(drawing *dr, int *coords, int npoints,
- int fillcolour, int outlinecolour) {}
-void draw_circle(drawing *dr, int cx, int cy, int radius,
- int fillcolour, int outlinecolour) {}
-void clip(drawing *dr, int x, int y, int w, int h) {}
-void unclip(drawing *dr) {}
-void start_draw(drawing *dr) {}
-void draw_update(drawing *dr, int x, int y, int w, int h) {}
-void end_draw(drawing *dr) {}
-blitter *blitter_new(drawing *dr, int w, int h) {return NULL;}
-void blitter_free(drawing *dr, blitter *bl) {}
-void blitter_save(drawing *dr, blitter *bl, int x, int y) {}
-void blitter_load(drawing *dr, blitter *bl, int x, int y) {}
-int print_mono_colour(drawing *dr, int grey) { return 0; }
-int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b)
-{ return 0; }
-void print_line_width(drawing *dr, int width) {}
-
-void fatal(char *fmt, ...)
-{
- va_list ap;
-
- fprintf(stderr, "fatal error: ");
-
- va_start(ap, fmt);
- vfprintf(stderr, fmt, ap);
- va_end(ap);
-
- fprintf(stderr, "\n");
- exit(1);
-}
-
int main(int argc, char **argv)
{
game_params *p;