mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -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:
84
net.c
84
net.c
@ -75,10 +75,18 @@ struct game_params {
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float barrier_probability;
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};
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struct solved_game_state {
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int width, height;
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int refcount;
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unsigned char *tiles;
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};
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struct game_state {
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int width, height, cx, cy, wrapping, completed, last_rotate_dir;
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int used_solve, just_used_solve;
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unsigned char *tiles;
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unsigned char *barriers;
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struct solved_game_state *solution;
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};
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#define OFFSET(x2,y2,x1,y1,dir,state) \
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@ -309,7 +317,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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return dupstr(buf);
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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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@ -347,7 +355,7 @@ static game_state *new_game(game_params *params, char *seed)
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state->cy = state->height / 2;
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state->wrapping = params->wrapping;
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state->last_rotate_dir = 0;
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state->completed = FALSE;
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state->completed = state->used_solve = state->just_used_solve = FALSE;
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state->tiles = snewn(state->width * state->height, unsigned char);
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memset(state->tiles, 0, state->width * state->height);
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state->barriers = snewn(state->width * state->height, unsigned char);
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@ -558,6 +566,25 @@ static game_state *new_game(game_params *params, char *seed)
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}
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}
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/*
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* Save the unshuffled grid. We do this using a separate
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* reference-counted structure since it's a large chunk of
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* memory which we don't want to have to replicate in every
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* game state while playing.
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*/
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{
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struct solved_game_state *solution;
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solution = snew(struct solved_game_state);
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solution->width = state->width;
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solution->height = state->height;
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solution->refcount = 1;
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solution->tiles = snewn(state->width * state->height, unsigned char);
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memcpy(solution->tiles, state->tiles, state->width * state->height);
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state->solution = solution;
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}
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/*
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* Now shuffle the grid.
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*/
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@ -689,22 +716,58 @@ static game_state *dup_game(game_state *state)
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ret->cy = state->cy;
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ret->wrapping = state->wrapping;
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ret->completed = state->completed;
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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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ret->last_rotate_dir = state->last_rotate_dir;
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ret->tiles = snewn(state->width * state->height, unsigned char);
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memcpy(ret->tiles, state->tiles, state->width * state->height);
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ret->barriers = snewn(state->width * state->height, unsigned char);
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memcpy(ret->barriers, state->barriers, state->width * state->height);
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ret->solution = state->solution;
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if (ret->solution)
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ret->solution->refcount++;
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return ret;
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}
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static void free_game(game_state *state)
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{
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if (state->solution && --state->solution->refcount <= 0) {
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sfree(state->solution->tiles);
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sfree(state->solution);
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}
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sfree(state->tiles);
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sfree(state->barriers);
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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;
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if (!state->solution) {
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/*
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* 2005-05-02: This shouldn't happen, at the time of
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* writing, because Net is incapable of receiving a puzzle
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* description from outside. If in future it becomes so,
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* then we will have puzzles for which we don't know the
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* solution.
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*/
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*error = "Solution not known for this puzzle";
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return NULL;
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}
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assert(state->solution->width == state->width);
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assert(state->solution->height == state->height);
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ret = dup_game(state);
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memcpy(ret->tiles, state->solution->tiles, ret->width * ret->height);
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ret->used_solve = ret->just_used_solve = TRUE;
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ret->completed = TRUE;
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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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return NULL;
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@ -877,6 +940,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
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if (button == MIDDLE_BUTTON) {
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ret = dup_game(state);
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ret->just_used_solve = FALSE;
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tile(ret, tx, ty) ^= LOCKED;
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ret->last_rotate_dir = 0;
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return ret;
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@ -895,6 +959,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
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* turns anticlockwise; right button turns clockwise.
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*/
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ret = dup_game(state);
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ret->just_used_solve = FALSE;
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orig = tile(ret, tx, ty);
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if (button == LEFT_BUTTON) {
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tile(ret, tx, ty) = A(orig);
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@ -911,6 +976,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
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*/
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int jx, jy;
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ret = dup_game(state);
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ret->just_used_solve = FALSE;
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for (jy = 0; jy < ret->height; jy++) {
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for (jx = 0; jx < ret->width; jx++) {
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if (!(tile(ret, jx, jy) & LOCKED)) {
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@ -1436,7 +1502,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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a++;
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sprintf(statusbuf, "%sActive: %d/%d",
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(state->completed ? "COMPLETED! " : ""), a, n);
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(state->used_solve ? "Auto-solved. " :
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state->completed ? "COMPLETED! " : ""), a, n);
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status_bar(fe, statusbuf);
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}
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@ -1449,6 +1516,13 @@ static float game_anim_length(game_state *oldstate,
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{
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int x, y, last_rotate_dir;
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/*
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* Don't animate an auto-solve move.
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*/
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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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/*
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* Don't animate if last_rotate_dir is zero.
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*/
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@ -1478,7 +1552,8 @@ static float game_flash_length(game_state *oldstate,
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* If the game has just been completed, we display a completion
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* flash.
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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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int size;
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size = 0;
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if (size < newstate->cx+1)
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@ -1520,6 +1595,7 @@ 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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FALSE, game_text_format,
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new_ui,
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free_ui,
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