mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-23 00:42:13 -07:00
Added an automatic `Solve' feature to most games. This is useful for
various things: - if you haven't fully understood what a game is about, it gives you an immediate example of a puzzle plus its solution so you can understand it - in some games it's useful to compare your solution with the real one and see where you made a mistake - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy to be able to get your hands on a pristine grid quickly so you can practise or experiment with manoeuvres on it - it provides a good way of debugging the games if you think you've encountered an unsolvable grid! [originally from svn r5731]
This commit is contained in:
50
fifteen.c
50
fifteen.c
@ -41,6 +41,8 @@ struct game_state {
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int *tiles;
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int gap_pos;
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int completed;
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int just_used_solve; /* used to suppress undo animation */
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int used_solve; /* used to suppress completion flash */
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int movecount;
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};
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@ -268,7 +270,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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return ret;
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}
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void game_free_aux_info(game_aux_info *aux)
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static void game_free_aux_info(game_aux_info *aux)
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{
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assert(!"Shouldn't happen");
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}
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@ -351,6 +353,7 @@ static game_state *new_game(game_params *params, char *seed)
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assert(state->tiles[state->gap_pos] == 0);
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state->completed = state->movecount = 0;
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state->used_solve = state->just_used_solve = FALSE;
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return state;
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}
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@ -367,6 +370,8 @@ static game_state *dup_game(game_state *state)
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ret->gap_pos = state->gap_pos;
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ret->completed = state->completed;
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ret->movecount = state->movecount;
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ret->used_solve = state->used_solve;
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ret->just_used_solve = state->just_used_solve;
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return ret;
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}
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@ -376,6 +381,28 @@ static void free_game(game_state *state)
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sfree(state);
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}
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static game_state *solve_game(game_state *state, game_aux_info *aux,
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char **error)
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{
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game_state *ret = dup_game(state);
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int i;
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/*
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* Simply replace the grid with a solved one. For this game,
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* this isn't a useful operation for actually telling the user
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* what they should have done, but it is useful for
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* conveniently being able to get hold of a clean state from
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* which to practise manoeuvres.
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*/
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for (i = 0; i < ret->n; i++)
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ret->tiles[i] = (i+1) % ret->n;
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ret->gap_pos = ret->n-1;
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ret->used_solve = ret->just_used_solve = TRUE;
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ret->completed = ret->movecount;
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return ret;
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}
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static char *game_text_format(game_state *state)
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{
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char *ret, *p, buf[80];
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@ -467,6 +494,7 @@ static game_state *make_move(game_state *from, game_ui *ui,
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up = C(from, ux, uy);
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ret = dup_game(from);
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ret->just_used_solve = FALSE; /* zero this in a hurry */
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ret->gap_pos = C(from, dx, dy);
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assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
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@ -739,9 +767,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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if (oldstate)
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state = oldstate;
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sprintf(statusbuf, "%sMoves: %d",
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(state->completed ? "COMPLETED! " : ""),
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(state->completed ? state->completed : state->movecount));
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if (state->used_solve)
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sprintf(statusbuf, "Moves since auto-solve: %d",
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state->movecount - state->completed);
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else
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sprintf(statusbuf, "%sMoves: %d",
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(state->completed ? "COMPLETED! " : ""),
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(state->completed ? state->completed : state->movecount));
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status_bar(fe, statusbuf);
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}
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@ -750,13 +782,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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static float game_anim_length(game_state *oldstate,
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game_state *newstate, int dir)
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{
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return ANIM_TIME;
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if ((dir > 0 && newstate->just_used_solve) ||
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(dir < 0 && oldstate->just_used_solve))
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return 0.0F;
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else
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return ANIM_TIME;
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}
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static float game_flash_length(game_state *oldstate,
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game_state *newstate, int dir)
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{
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if (!oldstate->completed && newstate->completed)
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if (!oldstate->completed && newstate->completed &&
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!oldstate->used_solve && !newstate->used_solve)
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return 2 * FLASH_FRAME;
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else
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return 0.0F;
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@ -787,6 +824,7 @@ const struct game thegame = {
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new_game,
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dup_game,
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free_game,
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TRUE, solve_game,
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TRUE, game_text_format,
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new_ui,
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free_ui,
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