aboutsummaryrefslogtreecommitdiff
path: root/solo.c
diff options
context:
space:
mode:
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 /solo.c
parent6992530a8514f88238fd6f8c508f54b058ee3f19 (diff)
downloadpuzzles-94b36c11e00bb740813506b0d3911f90f1829941.zip
puzzles-94b36c11e00bb740813506b0d3911f90f1829941.tar.gz
puzzles-94b36c11e00bb740813506b0d3911f90f1829941.tar.bz2
puzzles-94b36c11e00bb740813506b0d3911f90f1829941.tar.xz
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 'solo.c')
-rw-r--r--solo.c40
1 files changed, 0 insertions, 40 deletions
diff --git a/solo.c b/solo.c
index 229a058..5b92bca 100644
--- a/solo.c
+++ b/solo.c
@@ -3092,46 +3092,6 @@ const struct game thegame = {
#ifdef STANDALONE_SOLVER
-/*
- * gcc -DSTANDALONE_SOLVER -o solosolver solo.c malloc.c
- */
-
-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_rect_outline(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 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) {}
-int print_mono_colour(drawing *dr, int grey) { return 0; }
-void print_line_width(drawing *dr, int width) {}
-unsigned long random_bits(random_state *state, int bits)
-{ assert(!"Shouldn't get randomness"); return 0; }
-unsigned long random_upto(random_state *state, unsigned long limit)
-{ assert(!"Shouldn't get randomness"); return 0; }
-void shuffle(void *array, int nelts, int eltsize, random_state *rs)
-{ assert(!"Shouldn't get randomness"); }
-
-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;