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

@ -1,9 +1,5 @@
/*
* pattern.c: the pattern-reconstruction game known as `nonograms'.
*
* TODO before checkin:
*
* - make some sort of stab at number-of-numbers judgment
*/
#include <stdio.h>
@ -52,7 +48,7 @@ struct game_state {
unsigned char *grid;
int rowsize;
int *rowdata, *rowlen;
int completed;
int completed, cheated;
};
#define FLASH_TIME 0.13F
@ -541,7 +537,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
return seed;
}
void game_free_aux_info(game_aux_info *aux)
static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
@ -604,7 +600,7 @@ static game_state *new_game(game_params *params, char *seed)
state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
state->rowlen = snewn(state->w + state->h, int);
state->completed = FALSE;
state->completed = state->cheated = FALSE;
for (i = 0; i < params->w + params->h; i++) {
state->rowlen[i] = 0;
@ -642,6 +638,7 @@ static game_state *dup_game(game_state *state)
(ret->w + ret->h) * sizeof(int));
ret->completed = state->completed;
ret->cheated = state->cheated;
return ret;
}
@ -654,6 +651,69 @@ static void free_game(game_state *state)
sfree(state);
}
static game_state *solve_game(game_state *state, game_aux_info *aux,
char **error)
{
game_state *ret;
/*
* I could have stored the grid I invented in the game_aux_info
* and extracted it here where available, but it seems easier
* just to run my internal solver in all cases.
*/
ret = dup_game(state);
ret->completed = ret->cheated = TRUE;
{
int w = state->w, h = state->h, i, j, done_any, max;
unsigned char *matrix, *workspace;
int *rowdata;
matrix = snewn(w*h, unsigned char);
max = max(w, h);
workspace = snewn(max*3, unsigned char);
rowdata = snewn(max+1, int);
memset(matrix, 0, w*h);
do {
done_any = 0;
for (i=0; i<h; i++) {
memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
max*sizeof(int));
rowdata[state->rowlen[w+i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i*w, w, 1, rowdata);
}
for (i=0; i<w; i++) {
memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
rowdata[state->rowlen[i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i, h, w, rowdata);
}
} while (done_any);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
ret->grid[i*w+j] = c;
if (c == GRID_UNKNOWN)
ret->completed = FALSE;
}
}
if (!ret->completed) {
free_game(ret);
*error = "Solving algorithm cannot complete this puzzle";
return NULL;
}
}
return ret;
}
static char *game_text_format(game_state *state)
{
return NULL;
@ -1011,7 +1071,8 @@ static float game_anim_length(game_state *oldstate,
static float game_flash_length(game_state *oldstate,
game_state *newstate, int dir)
{
if (!oldstate->completed && newstate->completed)
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
@ -1041,6 +1102,7 @@ const struct game thegame = {
new_game,
dup_game,
free_game,
TRUE, solve_game,
FALSE, game_text_format,
new_ui,
free_ui,