mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 16:32:13 -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:
41
solo.c
41
solo.c
@ -107,7 +107,7 @@ struct game_state {
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int c, r;
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digit *grid;
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unsigned char *immutable; /* marks which digits are clues */
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int completed;
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int completed, cheated;
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};
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static game_params *default_params(void)
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@ -1514,7 +1514,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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return seed;
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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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@ -1560,7 +1560,7 @@ static game_state *new_game(game_params *params, char *seed)
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state->immutable = snewn(area, unsigned char);
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memset(state->immutable, FALSE, area);
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state->completed = FALSE;
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state->completed = state->cheated = FALSE;
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i = 0;
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while (*seed) {
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@ -1602,6 +1602,7 @@ static game_state *dup_game(game_state *state)
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memcpy(ret->immutable, state->immutable, area);
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ret->completed = state->completed;
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ret->cheated = state->cheated;
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return ret;
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}
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@ -1613,6 +1614,36 @@ 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;
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int c = state->c, r = state->r;
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int rsolve_ret;
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/*
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* I could have stored the grid I invented in the game_aux_info
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* and extracted it here where available, but it seems easier
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* just to run my internal solver in all cases.
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*/
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ret = dup_game(state);
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ret->completed = ret->cheated = TRUE;
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rsolve_ret = rsolve(c, r, ret->grid, NULL, 2);
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if (rsolve_ret != 1) {
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free_game(ret);
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if (rsolve_ret == 0)
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*error = "No solution exists for this puzzle";
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else
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*error = "Multiple solutions exist for this puzzle";
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return NULL;
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}
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return ret;
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}
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static char *grid_text_format(int c, int r, digit *grid)
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{
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int cr = c*r;
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@ -1940,7 +1971,8 @@ static float game_anim_length(game_state *oldstate, game_state *newstate,
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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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->cheated && !newstate->cheated)
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return FLASH_TIME;
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return 0.0F;
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}
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@ -1970,6 +2002,7 @@ 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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