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:
Simon Tatham
2005-05-02 13:17:10 +00:00
parent aea7b61815
commit 4f7b65de2e
16 changed files with 604 additions and 51 deletions

View File

@ -82,8 +82,15 @@ struct game_params {
float barrier_probability;
};
struct solved_game_state {
int width, height;
int refcount;
unsigned char *tiles;
};
struct game_state {
int width, height, cx, cy, wrapping, completed;
int used_solve, just_used_solve;
int move_count;
/* position (row or col number, starting at 0) of last move. */
@ -94,6 +101,7 @@ struct game_state {
unsigned char *tiles;
unsigned char *barriers;
struct solved_game_state *solution;
};
#define OFFSET(x2,y2,x1,y1,dir,state) \
@ -327,7 +335,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
return dupstr(buf);
}
void game_free_aux_info(game_aux_info *aux)
static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
@ -365,6 +373,7 @@ static game_state *new_game(game_params *params, char *seed)
state->cy = state->height / 2;
state->wrapping = params->wrapping;
state->completed = 0;
state->used_solve = state->just_used_solve = FALSE;
state->move_count = 0;
state->last_move_row = -1;
state->last_move_col = -1;
@ -579,6 +588,25 @@ static game_state *new_game(game_params *params, char *seed)
}
}
/*
* Save the unshuffled grid. We do this using a separate
* reference-counted structure since it's a large chunk of
* memory which we don't want to have to replicate in every
* game state while playing.
*/
{
struct solved_game_state *solution;
solution = snew(struct solved_game_state);
solution->width = state->width;
solution->height = state->height;
solution->refcount = 1;
solution->tiles = snewn(state->width * state->height, unsigned char);
memcpy(solution->tiles, state->tiles, state->width * state->height);
state->solution = solution;
}
/*
* Now shuffle the grid.
* FIXME - this simply does a set of random moves to shuffle the pieces.
@ -727,6 +755,8 @@ static game_state *dup_game(game_state *state)
ret->cy = state->cy;
ret->wrapping = state->wrapping;
ret->completed = state->completed;
ret->used_solve = state->used_solve;
ret->just_used_solve = state->just_used_solve;
ret->move_count = state->move_count;
ret->last_move_row = state->last_move_row;
ret->last_move_col = state->last_move_col;
@ -735,17 +765,51 @@ static game_state *dup_game(game_state *state)
memcpy(ret->tiles, state->tiles, state->width * state->height);
ret->barriers = snewn(state->width * state->height, unsigned char);
memcpy(ret->barriers, state->barriers, state->width * state->height);
ret->solution = state->solution;
if (ret->solution)
ret->solution->refcount++;
return ret;
}
static void free_game(game_state *state)
{
if (state->solution && --state->solution->refcount <= 0) {
sfree(state->solution->tiles);
sfree(state->solution);
}
sfree(state->tiles);
sfree(state->barriers);
sfree(state);
}
static game_state *solve_game(game_state *state, game_aux_info *aux,
char **error)
{
game_state *ret;
if (!state->solution) {
/*
* 2005-05-02: This shouldn't happen, at the time of
* writing, because Net is incapable of receiving a puzzle
* description from outside. If in future it becomes so,
* then we will have puzzles for which we don't know the
* solution.
*/
*error = "Solution not known for this puzzle";
return NULL;
}
assert(state->solution->width == state->width);
assert(state->solution->height == state->height);
ret = dup_game(state);
memcpy(ret->tiles, state->solution->tiles, ret->width * ret->height);
ret->used_solve = ret->just_used_solve = TRUE;
ret->completed = ret->move_count;
return ret;
}
static char *game_text_format(game_state *state)
{
return NULL;
@ -909,6 +973,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
}
ret = dup_game(state);
ret->just_used_solve = FALSE;
if (dx == 0) slide_col(ret, dy, cx);
else slide_row(ret, dx, cy);
@ -1478,10 +1543,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
if (active[i])
a++;
sprintf(statusbuf, "%sMoves: %d Active: %d/%d",
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->move_count),
a, n);
if (state->used_solve)
sprintf(statusbuf, "Moves since auto-solve: %d",
state->move_count - state->completed);
else
sprintf(statusbuf, "%sMoves: %d",
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->move_count));
sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
status_bar(fe, statusbuf);
}
@ -1492,6 +1562,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir)
{
/*
* Don't animate an auto-solve move.
*/
if ((dir > 0 && newstate->just_used_solve) ||
(dir < 0 && oldstate->just_used_solve))
return 0.0F;
return ANIM_TIME;
}
@ -1502,7 +1579,8 @@ static float game_flash_length(game_state *oldstate,
* If the game has just been completed, we display a completion
* flash.
*/
if (!oldstate->completed && newstate->completed) {
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve) {
int size;
size = 0;
if (size < newstate->cx+1)
@ -1544,6 +1622,7 @@ const struct game thegame = {
new_game,
dup_game,
free_game,
TRUE, solve_game,
FALSE, game_text_format,
new_ui,
free_ui,