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:
91
netslide.c
91
netslide.c
@ -82,8 +82,15 @@ 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;
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int used_solve, just_used_solve;
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int move_count;
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/* position (row or col number, starting at 0) of last move. */
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@ -94,6 +101,7 @@ struct game_state {
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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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@ -327,7 +335,7 @@ 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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@ -365,6 +373,7 @@ 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->completed = 0;
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state->used_solve = state->just_used_solve = FALSE;
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state->move_count = 0;
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state->last_move_row = -1;
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state->last_move_col = -1;
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@ -579,6 +588,25 @@ 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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* FIXME - this simply does a set of random moves to shuffle the pieces.
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@ -727,6 +755,8 @@ 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->move_count = state->move_count;
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ret->last_move_row = state->last_move_row;
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ret->last_move_col = state->last_move_col;
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@ -735,17 +765,51 @@ static game_state *dup_game(game_state *state)
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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 = ret->move_count;
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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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@ -909,6 +973,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
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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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if (dx == 0) slide_col(ret, dy, cx);
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else slide_row(ret, dx, cy);
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@ -1478,10 +1543,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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if (active[i])
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a++;
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sprintf(statusbuf, "%sMoves: %d Active: %d/%d",
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(state->completed ? "COMPLETED! " : ""),
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(state->completed ? state->completed : state->move_count),
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a, n);
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if (state->used_solve)
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sprintf(statusbuf, "Moves since auto-solve: %d",
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state->move_count - 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->move_count));
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sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
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status_bar(fe, statusbuf);
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}
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@ -1492,6 +1562,13 @@ 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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/*
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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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return ANIM_TIME;
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}
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@ -1502,7 +1579,8 @@ 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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@ -1544,6 +1622,7 @@ 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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