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

@ -28,11 +28,12 @@
#define IDM_UNDO 0x0030
#define IDM_REDO 0x0040
#define IDM_COPY 0x0050
#define IDM_QUIT 0x0060
#define IDM_CONFIG 0x0070
#define IDM_SEED 0x0080
#define IDM_HELPC 0x0090
#define IDM_GAMEHELP 0x00A0
#define IDM_SOLVE 0x0060
#define IDM_QUIT 0x0070
#define IDM_CONFIG 0x0080
#define IDM_SEED 0x0090
#define IDM_HELPC 0x00A0
#define IDM_GAMEHELP 0x00B0
#define IDM_PRESETS 0x0100
#define HELP_FILE_NAME "puzzles.hlp"
@ -487,6 +488,10 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error)
AppendMenu(menu, MF_SEPARATOR, 0, 0);
AppendMenu(menu, MF_ENABLED, IDM_COPY, "Copy");
}
if (thegame.can_solve) {
AppendMenu(menu, MF_SEPARATOR, 0, 0);
AppendMenu(menu, MF_ENABLED, IDM_SOLVE, "Solve");
}
AppendMenu(menu, MF_SEPARATOR, 0, 0);
AppendMenu(menu, MF_ENABLED, IDM_QUIT, "Exit");
if (fe->help_path) {
@ -930,6 +935,14 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT message,
MessageBeep(MB_ICONWARNING);
}
break;
case IDM_SOLVE:
{
char *msg = midend_solve(fe->me);
if (msg)
MessageBox(hwnd, msg, "Unable to solve",
MB_ICONERROR | MB_OK);
}
break;
case IDM_QUIT:
if (!midend_process_key(fe->me, 0, 0, 'q'))
PostQuitMessage(0);