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

41
solo.c
View File

@ -107,7 +107,7 @@ struct game_state {
int c, r;
digit *grid;
unsigned char *immutable; /* marks which digits are clues */
int completed;
int completed, cheated;
};
static game_params *default_params(void)
@ -1514,7 +1514,7 @@ 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");
}
@ -1560,7 +1560,7 @@ static game_state *new_game(game_params *params, char *seed)
state->immutable = snewn(area, unsigned char);
memset(state->immutable, FALSE, area);
state->completed = FALSE;
state->completed = state->cheated = FALSE;
i = 0;
while (*seed) {
@ -1602,6 +1602,7 @@ static game_state *dup_game(game_state *state)
memcpy(ret->immutable, state->immutable, area);
ret->completed = state->completed;
ret->cheated = state->cheated;
return ret;
}
@ -1613,6 +1614,36 @@ 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;
int c = state->c, r = state->r;
int rsolve_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;
rsolve_ret = rsolve(c, r, ret->grid, NULL, 2);
if (rsolve_ret != 1) {
free_game(ret);
if (rsolve_ret == 0)
*error = "No solution exists for this puzzle";
else
*error = "Multiple solutions exist for this puzzle";
return NULL;
}
return ret;
}
static char *grid_text_format(int c, int r, digit *grid)
{
int cr = c*r;
@ -1940,7 +1971,8 @@ static float game_anim_length(game_state *oldstate, game_state *newstate,
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;
}
@ -1970,6 +2002,7 @@ const struct game thegame = {
new_game,
dup_game,
free_game,
TRUE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,