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:
59
twiddle.c
59
twiddle.c
@ -46,6 +46,8 @@ struct game_state {
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int orientable;
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int *grid;
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int completed;
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int just_used_solve; /* used to suppress undo animation */
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int used_solve; /* used to suppress completion flash */
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int movecount;
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int lastx, lasty, lastr; /* coordinates of last rotation */
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};
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@ -359,7 +361,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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return ret;
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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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@ -406,6 +408,7 @@ static game_state *new_game(game_params *params, char *seed)
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state->n = n;
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state->orientable = params->orientable;
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state->completed = 0;
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state->used_solve = state->just_used_solve = FALSE;
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state->movecount = 0;
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state->lastx = state->lasty = state->lastr = -1;
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@ -445,6 +448,8 @@ static game_state *dup_game(game_state *state)
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ret->lastx = state->lastx;
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ret->lasty = state->lasty;
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ret->lastr = state->lastr;
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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->grid = snewn(ret->w * ret->h, int);
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memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
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@ -458,6 +463,37 @@ static void free_game(game_state *state)
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sfree(state);
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}
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static int compare_int(const void *av, const void *bv)
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{
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const int *a = (const int *)av;
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const int *b = (const int *)bv;
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if (*a < *b)
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return -1;
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else if (*a > *b)
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return +1;
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else
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return 0;
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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 = dup_game(state);
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/*
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* Simply replace the grid with a solved one. For this game,
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* this isn't a useful operation for actually telling the user
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* what they should have done, but it is useful for
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* conveniently being able to get hold of a clean state from
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* which to practise manoeuvres.
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*/
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qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
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ret->used_solve = ret->just_used_solve = TRUE;
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ret->completed = ret->movecount;
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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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char *ret, *p, buf[80];
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@ -538,6 +574,7 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
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* This is a valid move. Make it.
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*/
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ret = dup_game(from);
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ret->just_used_solve = FALSE; /* zero this in a hurry */
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ret->movecount++;
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dir = (button == LEFT_BUTTON ? 1 : -1);
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do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
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@ -822,13 +859,18 @@ static int highlight_colour(float angle)
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir)
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{
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return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
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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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else
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return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
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}
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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->used_solve && !newstate->used_solve)
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return 2 * FLASH_FRAME;
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else
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return 0.0F;
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@ -963,9 +1005,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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if (oldstate)
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state = oldstate;
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sprintf(statusbuf, "%sMoves: %d",
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(state->completed ? "COMPLETED! " : ""),
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(state->completed ? state->completed : state->movecount));
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if (state->used_solve)
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sprintf(statusbuf, "Moves since auto-solve: %d",
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state->movecount - 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->movecount));
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status_bar(fe, statusbuf);
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}
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@ -996,6 +1042,7 @@ 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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