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:
7
cube.c
7
cube.c
@ -985,6 +985,12 @@ static void free_game(game_state *state)
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sfree(state);
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sfree(state);
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}
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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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return NULL;
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}
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static char *game_text_format(game_state *state)
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static char *game_text_format(game_state *state)
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{
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{
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return NULL;
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return NULL;
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@ -1557,6 +1563,7 @@ const struct game thegame = {
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new_game,
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new_game,
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dup_game,
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dup_game,
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free_game,
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free_game,
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FALSE, solve_game,
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NULL, game_text_format,
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NULL, game_text_format,
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new_ui,
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new_ui,
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free_ui,
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free_ui,
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42
fifteen.c
42
fifteen.c
@ -41,6 +41,8 @@ struct game_state {
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int *tiles;
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int *tiles;
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int gap_pos;
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int gap_pos;
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int completed;
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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 movecount;
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};
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};
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@ -268,7 +270,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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return ret;
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return ret;
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}
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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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{
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assert(!"Shouldn't happen");
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assert(!"Shouldn't happen");
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}
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}
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@ -351,6 +353,7 @@ static game_state *new_game(game_params *params, char *seed)
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assert(state->tiles[state->gap_pos] == 0);
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assert(state->tiles[state->gap_pos] == 0);
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state->completed = state->movecount = 0;
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state->completed = state->movecount = 0;
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state->used_solve = state->just_used_solve = FALSE;
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return state;
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return state;
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}
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}
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@ -367,6 +370,8 @@ static game_state *dup_game(game_state *state)
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ret->gap_pos = state->gap_pos;
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ret->gap_pos = state->gap_pos;
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ret->completed = state->completed;
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ret->completed = state->completed;
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ret->movecount = state->movecount;
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ret->movecount = state->movecount;
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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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return ret;
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return ret;
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}
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}
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@ -376,6 +381,28 @@ static void free_game(game_state *state)
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sfree(state);
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sfree(state);
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}
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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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int i;
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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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for (i = 0; i < ret->n; i++)
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ret->tiles[i] = (i+1) % ret->n;
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ret->gap_pos = ret->n-1;
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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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static char *game_text_format(game_state *state)
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{
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{
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char *ret, *p, buf[80];
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char *ret, *p, buf[80];
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@ -467,6 +494,7 @@ static game_state *make_move(game_state *from, game_ui *ui,
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up = C(from, ux, uy);
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up = C(from, ux, uy);
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ret = dup_game(from);
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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->gap_pos = C(from, dx, dy);
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ret->gap_pos = C(from, dx, dy);
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assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
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assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
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@ -739,6 +767,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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if (oldstate)
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if (oldstate)
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state = oldstate;
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state = oldstate;
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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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sprintf(statusbuf, "%sMoves: %d",
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(state->completed ? "COMPLETED! " : ""),
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(state->completed ? "COMPLETED! " : ""),
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(state->completed ? state->completed : state->movecount));
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(state->completed ? state->completed : state->movecount));
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@ -750,13 +782,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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static float game_anim_length(game_state *oldstate,
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static float game_anim_length(game_state *oldstate,
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game_state *newstate, int dir)
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game_state *newstate, int dir)
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{
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{
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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_TIME;
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return ANIM_TIME;
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}
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}
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static float game_flash_length(game_state *oldstate,
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static float game_flash_length(game_state *oldstate,
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game_state *newstate, int dir)
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game_state *newstate, int dir)
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{
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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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return 2 * FLASH_FRAME;
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else
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else
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return 0.0F;
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return 0.0F;
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@ -787,6 +824,7 @@ const struct game thegame = {
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new_game,
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new_game,
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dup_game,
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dup_game,
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free_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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TRUE, game_text_format,
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new_ui,
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new_ui,
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free_ui,
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free_ui,
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19
gtk.c
19
gtk.c
@ -913,6 +913,17 @@ static void menu_copy_event(GtkMenuItem *menuitem, gpointer data)
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}
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}
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}
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}
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static void menu_solve_event(GtkMenuItem *menuitem, gpointer data)
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{
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frontend *fe = (frontend *)data;
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char *msg;
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msg = midend_solve(fe->me);
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if (msg)
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error_box(fe->window, msg);
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}
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static void menu_config_event(GtkMenuItem *menuitem, gpointer data)
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static void menu_config_event(GtkMenuItem *menuitem, gpointer data)
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{
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{
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frontend *fe = (frontend *)data;
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frontend *fe = (frontend *)data;
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@ -1050,6 +1061,14 @@ static frontend *new_window(char *game_id, char **error)
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GTK_SIGNAL_FUNC(menu_copy_event), fe);
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GTK_SIGNAL_FUNC(menu_copy_event), fe);
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gtk_widget_show(menuitem);
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gtk_widget_show(menuitem);
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}
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}
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if (thegame.can_solve) {
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add_menu_separator(GTK_CONTAINER(menu));
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menuitem = gtk_menu_item_new_with_label("Solve");
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gtk_container_add(GTK_CONTAINER(menu), menuitem);
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gtk_signal_connect(GTK_OBJECT(menuitem), "activate",
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GTK_SIGNAL_FUNC(menu_solve_event), fe);
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gtk_widget_show(menuitem);
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}
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add_menu_separator(GTK_CONTAINER(menu));
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add_menu_separator(GTK_CONTAINER(menu));
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add_menu_item_with_key(fe, GTK_CONTAINER(menu), "Exit", 'q');
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add_menu_item_with_key(fe, GTK_CONTAINER(menu), "Exit", 'q');
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32
midend.c
32
midend.c
@ -595,3 +595,35 @@ char *midend_text_format(midend_data *me)
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else
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else
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return NULL;
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return NULL;
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}
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}
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char *midend_solve(midend_data *me)
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{
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game_state *s;
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char *msg;
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if (!me->ourgame->can_solve)
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return "This game does not support the Solve operation";
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if (me->statepos < 1)
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return "No game set up to solve"; /* _shouldn't_ happen! */
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msg = "Solve operation failed"; /* game _should_ overwrite on error */
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s = me->ourgame->solve(me->states[0], me->aux_info, &msg);
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if (!s)
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return msg;
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/*
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* Now enter the solved state as the next move.~|~
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*/
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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me->ourgame->free_game(me->states[--me->nstates]);
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ensure(me);
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me->states[me->nstates] = s;
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me->statepos = ++me->nstates;
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me->anim_time = 0.0;
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midend_finish_move(me);
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midend_redraw(me);
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activate_timer(me->frontend);
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return NULL;
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}
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84
net.c
84
net.c
@ -75,10 +75,18 @@ struct game_params {
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float barrier_probability;
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float barrier_probability;
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};
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};
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struct solved_game_state {
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int width, height;
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int refcount;
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unsigned char *tiles;
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};
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struct game_state {
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struct game_state {
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int width, height, cx, cy, wrapping, completed, last_rotate_dir;
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int width, height, cx, cy, wrapping, completed, last_rotate_dir;
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int used_solve, just_used_solve;
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unsigned char *tiles;
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unsigned char *tiles;
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unsigned char *barriers;
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unsigned char *barriers;
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struct solved_game_state *solution;
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};
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};
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#define OFFSET(x2,y2,x1,y1,dir,state) \
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#define OFFSET(x2,y2,x1,y1,dir,state) \
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@ -309,7 +317,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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return dupstr(buf);
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return dupstr(buf);
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}
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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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{
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assert(!"Shouldn't happen");
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assert(!"Shouldn't happen");
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}
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}
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@ -347,7 +355,7 @@ static game_state *new_game(game_params *params, char *seed)
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state->cy = state->height / 2;
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state->cy = state->height / 2;
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state->wrapping = params->wrapping;
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state->wrapping = params->wrapping;
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state->last_rotate_dir = 0;
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state->last_rotate_dir = 0;
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state->completed = FALSE;
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state->completed = state->used_solve = state->just_used_solve = FALSE;
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state->tiles = snewn(state->width * state->height, unsigned char);
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state->tiles = snewn(state->width * state->height, unsigned char);
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memset(state->tiles, 0, state->width * state->height);
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memset(state->tiles, 0, state->width * state->height);
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state->barriers = snewn(state->width * state->height, unsigned char);
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state->barriers = snewn(state->width * state->height, unsigned char);
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@ -558,6 +566,25 @@ static game_state *new_game(game_params *params, char *seed)
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}
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}
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}
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}
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|
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|
/*
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|
* Save the unshuffled grid. We do this using a separate
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|
* reference-counted structure since it's a large chunk of
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|
* memory which we don't want to have to replicate in every
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|
* game state while playing.
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|
*/
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{
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|
struct solved_game_state *solution;
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|
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|
solution = snew(struct solved_game_state);
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|
solution->width = state->width;
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|
solution->height = state->height;
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|
solution->refcount = 1;
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|
solution->tiles = snewn(state->width * state->height, unsigned char);
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|
memcpy(solution->tiles, state->tiles, state->width * state->height);
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|
|
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|
state->solution = solution;
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|
}
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|
|
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/*
|
/*
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* Now shuffle the grid.
|
* Now shuffle the grid.
|
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*/
|
*/
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@ -689,22 +716,58 @@ static game_state *dup_game(game_state *state)
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ret->cy = state->cy;
|
ret->cy = state->cy;
|
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ret->wrapping = state->wrapping;
|
ret->wrapping = state->wrapping;
|
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ret->completed = state->completed;
|
ret->completed = state->completed;
|
||||||
|
ret->used_solve = state->used_solve;
|
||||||
|
ret->just_used_solve = state->just_used_solve;
|
||||||
ret->last_rotate_dir = state->last_rotate_dir;
|
ret->last_rotate_dir = state->last_rotate_dir;
|
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ret->tiles = snewn(state->width * state->height, unsigned char);
|
ret->tiles = snewn(state->width * state->height, unsigned char);
|
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memcpy(ret->tiles, state->tiles, state->width * state->height);
|
memcpy(ret->tiles, state->tiles, state->width * state->height);
|
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ret->barriers = snewn(state->width * state->height, unsigned char);
|
ret->barriers = snewn(state->width * state->height, unsigned char);
|
||||||
memcpy(ret->barriers, state->barriers, state->width * state->height);
|
memcpy(ret->barriers, state->barriers, state->width * state->height);
|
||||||
|
ret->solution = state->solution;
|
||||||
|
if (ret->solution)
|
||||||
|
ret->solution->refcount++;
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void free_game(game_state *state)
|
static void free_game(game_state *state)
|
||||||
{
|
{
|
||||||
|
if (state->solution && --state->solution->refcount <= 0) {
|
||||||
|
sfree(state->solution->tiles);
|
||||||
|
sfree(state->solution);
|
||||||
|
}
|
||||||
sfree(state->tiles);
|
sfree(state->tiles);
|
||||||
sfree(state->barriers);
|
sfree(state->barriers);
|
||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static game_state *solve_game(game_state *state, game_aux_info *aux,
|
||||||
|
char **error)
|
||||||
|
{
|
||||||
|
game_state *ret;
|
||||||
|
|
||||||
|
if (!state->solution) {
|
||||||
|
/*
|
||||||
|
* 2005-05-02: This shouldn't happen, at the time of
|
||||||
|
* writing, because Net is incapable of receiving a puzzle
|
||||||
|
* description from outside. If in future it becomes so,
|
||||||
|
* then we will have puzzles for which we don't know the
|
||||||
|
* solution.
|
||||||
|
*/
|
||||||
|
*error = "Solution not known for this puzzle";
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
assert(state->solution->width == state->width);
|
||||||
|
assert(state->solution->height == state->height);
|
||||||
|
ret = dup_game(state);
|
||||||
|
memcpy(ret->tiles, state->solution->tiles, ret->width * ret->height);
|
||||||
|
ret->used_solve = ret->just_used_solve = TRUE;
|
||||||
|
ret->completed = TRUE;
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
static char *game_text_format(game_state *state)
|
static char *game_text_format(game_state *state)
|
||||||
{
|
{
|
||||||
return NULL;
|
return NULL;
|
||||||
@ -877,6 +940,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
|
|||||||
if (button == MIDDLE_BUTTON) {
|
if (button == MIDDLE_BUTTON) {
|
||||||
|
|
||||||
ret = dup_game(state);
|
ret = dup_game(state);
|
||||||
|
ret->just_used_solve = FALSE;
|
||||||
tile(ret, tx, ty) ^= LOCKED;
|
tile(ret, tx, ty) ^= LOCKED;
|
||||||
ret->last_rotate_dir = 0;
|
ret->last_rotate_dir = 0;
|
||||||
return ret;
|
return ret;
|
||||||
@ -895,6 +959,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
|
|||||||
* turns anticlockwise; right button turns clockwise.
|
* turns anticlockwise; right button turns clockwise.
|
||||||
*/
|
*/
|
||||||
ret = dup_game(state);
|
ret = dup_game(state);
|
||||||
|
ret->just_used_solve = FALSE;
|
||||||
orig = tile(ret, tx, ty);
|
orig = tile(ret, tx, ty);
|
||||||
if (button == LEFT_BUTTON) {
|
if (button == LEFT_BUTTON) {
|
||||||
tile(ret, tx, ty) = A(orig);
|
tile(ret, tx, ty) = A(orig);
|
||||||
@ -911,6 +976,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
|
|||||||
*/
|
*/
|
||||||
int jx, jy;
|
int jx, jy;
|
||||||
ret = dup_game(state);
|
ret = dup_game(state);
|
||||||
|
ret->just_used_solve = FALSE;
|
||||||
for (jy = 0; jy < ret->height; jy++) {
|
for (jy = 0; jy < ret->height; jy++) {
|
||||||
for (jx = 0; jx < ret->width; jx++) {
|
for (jx = 0; jx < ret->width; jx++) {
|
||||||
if (!(tile(ret, jx, jy) & LOCKED)) {
|
if (!(tile(ret, jx, jy) & LOCKED)) {
|
||||||
@ -1436,7 +1502,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
a++;
|
a++;
|
||||||
|
|
||||||
sprintf(statusbuf, "%sActive: %d/%d",
|
sprintf(statusbuf, "%sActive: %d/%d",
|
||||||
(state->completed ? "COMPLETED! " : ""), a, n);
|
(state->used_solve ? "Auto-solved. " :
|
||||||
|
state->completed ? "COMPLETED! " : ""), a, n);
|
||||||
|
|
||||||
status_bar(fe, statusbuf);
|
status_bar(fe, statusbuf);
|
||||||
}
|
}
|
||||||
@ -1449,6 +1516,13 @@ static float game_anim_length(game_state *oldstate,
|
|||||||
{
|
{
|
||||||
int x, y, last_rotate_dir;
|
int x, y, last_rotate_dir;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Don't animate an auto-solve move.
|
||||||
|
*/
|
||||||
|
if ((dir > 0 && newstate->just_used_solve) ||
|
||||||
|
(dir < 0 && oldstate->just_used_solve))
|
||||||
|
return 0.0F;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Don't animate if last_rotate_dir is zero.
|
* Don't animate if last_rotate_dir is zero.
|
||||||
*/
|
*/
|
||||||
@ -1478,7 +1552,8 @@ static float game_flash_length(game_state *oldstate,
|
|||||||
* If the game has just been completed, we display a completion
|
* If the game has just been completed, we display a completion
|
||||||
* flash.
|
* flash.
|
||||||
*/
|
*/
|
||||||
if (!oldstate->completed && newstate->completed) {
|
if (!oldstate->completed && newstate->completed &&
|
||||||
|
!oldstate->used_solve && !newstate->used_solve) {
|
||||||
int size;
|
int size;
|
||||||
size = 0;
|
size = 0;
|
||||||
if (size < newstate->cx+1)
|
if (size < newstate->cx+1)
|
||||||
@ -1520,6 +1595,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
TRUE, solve_game,
|
||||||
FALSE, game_text_format,
|
FALSE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
89
netslide.c
89
netslide.c
@ -82,8 +82,15 @@ struct game_params {
|
|||||||
float barrier_probability;
|
float barrier_probability;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct solved_game_state {
|
||||||
|
int width, height;
|
||||||
|
int refcount;
|
||||||
|
unsigned char *tiles;
|
||||||
|
};
|
||||||
|
|
||||||
struct game_state {
|
struct game_state {
|
||||||
int width, height, cx, cy, wrapping, completed;
|
int width, height, cx, cy, wrapping, completed;
|
||||||
|
int used_solve, just_used_solve;
|
||||||
int move_count;
|
int move_count;
|
||||||
|
|
||||||
/* position (row or col number, starting at 0) of last move. */
|
/* position (row or col number, starting at 0) of last move. */
|
||||||
@ -94,6 +101,7 @@ struct game_state {
|
|||||||
|
|
||||||
unsigned char *tiles;
|
unsigned char *tiles;
|
||||||
unsigned char *barriers;
|
unsigned char *barriers;
|
||||||
|
struct solved_game_state *solution;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define OFFSET(x2,y2,x1,y1,dir,state) \
|
#define OFFSET(x2,y2,x1,y1,dir,state) \
|
||||||
@ -327,7 +335,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
return dupstr(buf);
|
return dupstr(buf);
|
||||||
}
|
}
|
||||||
|
|
||||||
void game_free_aux_info(game_aux_info *aux)
|
static void game_free_aux_info(game_aux_info *aux)
|
||||||
{
|
{
|
||||||
assert(!"Shouldn't happen");
|
assert(!"Shouldn't happen");
|
||||||
}
|
}
|
||||||
@ -365,6 +373,7 @@ static game_state *new_game(game_params *params, char *seed)
|
|||||||
state->cy = state->height / 2;
|
state->cy = state->height / 2;
|
||||||
state->wrapping = params->wrapping;
|
state->wrapping = params->wrapping;
|
||||||
state->completed = 0;
|
state->completed = 0;
|
||||||
|
state->used_solve = state->just_used_solve = FALSE;
|
||||||
state->move_count = 0;
|
state->move_count = 0;
|
||||||
state->last_move_row = -1;
|
state->last_move_row = -1;
|
||||||
state->last_move_col = -1;
|
state->last_move_col = -1;
|
||||||
@ -579,6 +588,25 @@ static game_state *new_game(game_params *params, char *seed)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Save the unshuffled grid. We do this using a separate
|
||||||
|
* reference-counted structure since it's a large chunk of
|
||||||
|
* memory which we don't want to have to replicate in every
|
||||||
|
* game state while playing.
|
||||||
|
*/
|
||||||
|
{
|
||||||
|
struct solved_game_state *solution;
|
||||||
|
|
||||||
|
solution = snew(struct solved_game_state);
|
||||||
|
solution->width = state->width;
|
||||||
|
solution->height = state->height;
|
||||||
|
solution->refcount = 1;
|
||||||
|
solution->tiles = snewn(state->width * state->height, unsigned char);
|
||||||
|
memcpy(solution->tiles, state->tiles, state->width * state->height);
|
||||||
|
|
||||||
|
state->solution = solution;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Now shuffle the grid.
|
* Now shuffle the grid.
|
||||||
* FIXME - this simply does a set of random moves to shuffle the pieces.
|
* FIXME - this simply does a set of random moves to shuffle the pieces.
|
||||||
@ -727,6 +755,8 @@ static game_state *dup_game(game_state *state)
|
|||||||
ret->cy = state->cy;
|
ret->cy = state->cy;
|
||||||
ret->wrapping = state->wrapping;
|
ret->wrapping = state->wrapping;
|
||||||
ret->completed = state->completed;
|
ret->completed = state->completed;
|
||||||
|
ret->used_solve = state->used_solve;
|
||||||
|
ret->just_used_solve = state->just_used_solve;
|
||||||
ret->move_count = state->move_count;
|
ret->move_count = state->move_count;
|
||||||
ret->last_move_row = state->last_move_row;
|
ret->last_move_row = state->last_move_row;
|
||||||
ret->last_move_col = state->last_move_col;
|
ret->last_move_col = state->last_move_col;
|
||||||
@ -735,17 +765,51 @@ static game_state *dup_game(game_state *state)
|
|||||||
memcpy(ret->tiles, state->tiles, state->width * state->height);
|
memcpy(ret->tiles, state->tiles, state->width * state->height);
|
||||||
ret->barriers = snewn(state->width * state->height, unsigned char);
|
ret->barriers = snewn(state->width * state->height, unsigned char);
|
||||||
memcpy(ret->barriers, state->barriers, state->width * state->height);
|
memcpy(ret->barriers, state->barriers, state->width * state->height);
|
||||||
|
ret->solution = state->solution;
|
||||||
|
if (ret->solution)
|
||||||
|
ret->solution->refcount++;
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void free_game(game_state *state)
|
static void free_game(game_state *state)
|
||||||
{
|
{
|
||||||
|
if (state->solution && --state->solution->refcount <= 0) {
|
||||||
|
sfree(state->solution->tiles);
|
||||||
|
sfree(state->solution);
|
||||||
|
}
|
||||||
sfree(state->tiles);
|
sfree(state->tiles);
|
||||||
sfree(state->barriers);
|
sfree(state->barriers);
|
||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static game_state *solve_game(game_state *state, game_aux_info *aux,
|
||||||
|
char **error)
|
||||||
|
{
|
||||||
|
game_state *ret;
|
||||||
|
|
||||||
|
if (!state->solution) {
|
||||||
|
/*
|
||||||
|
* 2005-05-02: This shouldn't happen, at the time of
|
||||||
|
* writing, because Net is incapable of receiving a puzzle
|
||||||
|
* description from outside. If in future it becomes so,
|
||||||
|
* then we will have puzzles for which we don't know the
|
||||||
|
* solution.
|
||||||
|
*/
|
||||||
|
*error = "Solution not known for this puzzle";
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
assert(state->solution->width == state->width);
|
||||||
|
assert(state->solution->height == state->height);
|
||||||
|
ret = dup_game(state);
|
||||||
|
memcpy(ret->tiles, state->solution->tiles, ret->width * ret->height);
|
||||||
|
ret->used_solve = ret->just_used_solve = TRUE;
|
||||||
|
ret->completed = ret->move_count;
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
static char *game_text_format(game_state *state)
|
static char *game_text_format(game_state *state)
|
||||||
{
|
{
|
||||||
return NULL;
|
return NULL;
|
||||||
@ -909,6 +973,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
|
|||||||
}
|
}
|
||||||
|
|
||||||
ret = dup_game(state);
|
ret = dup_game(state);
|
||||||
|
ret->just_used_solve = FALSE;
|
||||||
|
|
||||||
if (dx == 0) slide_col(ret, dy, cx);
|
if (dx == 0) slide_col(ret, dy, cx);
|
||||||
else slide_row(ret, dx, cy);
|
else slide_row(ret, dx, cy);
|
||||||
@ -1478,10 +1543,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
if (active[i])
|
if (active[i])
|
||||||
a++;
|
a++;
|
||||||
|
|
||||||
sprintf(statusbuf, "%sMoves: %d Active: %d/%d",
|
if (state->used_solve)
|
||||||
|
sprintf(statusbuf, "Moves since auto-solve: %d",
|
||||||
|
state->move_count - state->completed);
|
||||||
|
else
|
||||||
|
sprintf(statusbuf, "%sMoves: %d",
|
||||||
(state->completed ? "COMPLETED! " : ""),
|
(state->completed ? "COMPLETED! " : ""),
|
||||||
(state->completed ? state->completed : state->move_count),
|
(state->completed ? state->completed : state->move_count));
|
||||||
a, n);
|
|
||||||
|
sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
|
||||||
|
|
||||||
status_bar(fe, statusbuf);
|
status_bar(fe, statusbuf);
|
||||||
}
|
}
|
||||||
@ -1492,6 +1562,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
static float game_anim_length(game_state *oldstate,
|
static float game_anim_length(game_state *oldstate,
|
||||||
game_state *newstate, int dir)
|
game_state *newstate, int dir)
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
|
* Don't animate an auto-solve move.
|
||||||
|
*/
|
||||||
|
if ((dir > 0 && newstate->just_used_solve) ||
|
||||||
|
(dir < 0 && oldstate->just_used_solve))
|
||||||
|
return 0.0F;
|
||||||
|
|
||||||
return ANIM_TIME;
|
return ANIM_TIME;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1502,7 +1579,8 @@ static float game_flash_length(game_state *oldstate,
|
|||||||
* If the game has just been completed, we display a completion
|
* If the game has just been completed, we display a completion
|
||||||
* flash.
|
* flash.
|
||||||
*/
|
*/
|
||||||
if (!oldstate->completed && newstate->completed) {
|
if (!oldstate->completed && newstate->completed &&
|
||||||
|
!oldstate->used_solve && !newstate->used_solve) {
|
||||||
int size;
|
int size;
|
||||||
size = 0;
|
size = 0;
|
||||||
if (size < newstate->cx+1)
|
if (size < newstate->cx+1)
|
||||||
@ -1544,6 +1622,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
TRUE, solve_game,
|
||||||
FALSE, game_text_format,
|
FALSE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
@ -94,7 +94,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
return dupstr("FIXME");
|
return dupstr("FIXME");
|
||||||
}
|
}
|
||||||
|
|
||||||
void game_free_aux_info(game_aux_info *aux)
|
static void game_free_aux_info(game_aux_info *aux)
|
||||||
{
|
{
|
||||||
assert(!"Shouldn't happen");
|
assert(!"Shouldn't happen");
|
||||||
}
|
}
|
||||||
@ -127,6 +127,12 @@ static void free_game(game_state *state)
|
|||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static game_state *solve_game(game_state *state, game_aux_info *aux,
|
||||||
|
char **error)
|
||||||
|
{
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
static char *game_text_format(game_state *state)
|
static char *game_text_format(game_state *state)
|
||||||
{
|
{
|
||||||
return NULL;
|
return NULL;
|
||||||
@ -234,6 +240,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
FALSE, solve_game,
|
||||||
FALSE, game_text_format,
|
FALSE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
20
osx.m
20
osx.m
@ -581,10 +581,28 @@ struct frontend {
|
|||||||
NSBeep();
|
NSBeep();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
- (void)solveGame:(id)sender
|
||||||
|
{
|
||||||
|
char *msg;
|
||||||
|
NSAlert *alert;
|
||||||
|
|
||||||
|
msg = midend_solve(me);
|
||||||
|
|
||||||
|
if (msg) {
|
||||||
|
alert = [[[NSAlert alloc] init] autorelease];
|
||||||
|
[alert addButtonWithTitle:@"Bah"];
|
||||||
|
[alert setInformativeText:[NSString stringWithCString:msg]];
|
||||||
|
[alert beginSheetModalForWindow:self modalDelegate:nil
|
||||||
|
didEndSelector:nil contextInfo:nil];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
- (BOOL)validateMenuItem:(NSMenuItem *)item
|
- (BOOL)validateMenuItem:(NSMenuItem *)item
|
||||||
{
|
{
|
||||||
if ([item action] == @selector(copy:))
|
if ([item action] == @selector(copy:))
|
||||||
return (ourgame->can_format_as_text ? YES : NO);
|
return (ourgame->can_format_as_text ? YES : NO);
|
||||||
|
else if ([item action] == @selector(solveGame:))
|
||||||
|
return (ourgame->can_solve ? YES : NO);
|
||||||
else
|
else
|
||||||
return [super validateMenuItem:item];
|
return [super validateMenuItem:item];
|
||||||
}
|
}
|
||||||
@ -1239,6 +1257,8 @@ int main(int argc, char **argv)
|
|||||||
item = newitem(menu, "Cut", "x", NULL, @selector(cut:));
|
item = newitem(menu, "Cut", "x", NULL, @selector(cut:));
|
||||||
item = newitem(menu, "Copy", "c", NULL, @selector(copy:));
|
item = newitem(menu, "Copy", "c", NULL, @selector(copy:));
|
||||||
item = newitem(menu, "Paste", "v", NULL, @selector(paste:));
|
item = newitem(menu, "Paste", "v", NULL, @selector(paste:));
|
||||||
|
[menu addItem:[NSMenuItem separatorItem]];
|
||||||
|
item = newitem(menu, "Solve", "S-s", NULL, @selector(solveGame:));
|
||||||
|
|
||||||
menu = newsubmenu([NSApp mainMenu], "Type");
|
menu = newsubmenu([NSApp mainMenu], "Type");
|
||||||
typemenu = menu;
|
typemenu = menu;
|
||||||
|
78
pattern.c
78
pattern.c
@ -1,9 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* pattern.c: the pattern-reconstruction game known as `nonograms'.
|
* 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>
|
#include <stdio.h>
|
||||||
@ -52,7 +48,7 @@ struct game_state {
|
|||||||
unsigned char *grid;
|
unsigned char *grid;
|
||||||
int rowsize;
|
int rowsize;
|
||||||
int *rowdata, *rowlen;
|
int *rowdata, *rowlen;
|
||||||
int completed;
|
int completed, cheated;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define FLASH_TIME 0.13F
|
#define FLASH_TIME 0.13F
|
||||||
@ -541,7 +537,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
return seed;
|
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");
|
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->rowdata = snewn(state->rowsize * (state->w + state->h), int);
|
||||||
state->rowlen = snewn(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++) {
|
for (i = 0; i < params->w + params->h; i++) {
|
||||||
state->rowlen[i] = 0;
|
state->rowlen[i] = 0;
|
||||||
@ -642,6 +638,7 @@ static game_state *dup_game(game_state *state)
|
|||||||
(ret->w + ret->h) * sizeof(int));
|
(ret->w + ret->h) * sizeof(int));
|
||||||
|
|
||||||
ret->completed = state->completed;
|
ret->completed = state->completed;
|
||||||
|
ret->cheated = state->cheated;
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
@ -654,6 +651,69 @@ static void free_game(game_state *state)
|
|||||||
sfree(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)
|
static char *game_text_format(game_state *state)
|
||||||
{
|
{
|
||||||
return NULL;
|
return NULL;
|
||||||
@ -1011,7 +1071,8 @@ static float game_anim_length(game_state *oldstate,
|
|||||||
static float game_flash_length(game_state *oldstate,
|
static float game_flash_length(game_state *oldstate,
|
||||||
game_state *newstate, int dir)
|
game_state *newstate, int dir)
|
||||||
{
|
{
|
||||||
if (!oldstate->completed && newstate->completed)
|
if (!oldstate->completed && newstate->completed &&
|
||||||
|
!oldstate->cheated && !newstate->cheated)
|
||||||
return FLASH_TIME;
|
return FLASH_TIME;
|
||||||
return 0.0F;
|
return 0.0F;
|
||||||
}
|
}
|
||||||
@ -1041,6 +1102,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
TRUE, solve_game,
|
||||||
FALSE, game_text_format,
|
FALSE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
23
puzzles.but
23
puzzles.but
@ -110,6 +110,29 @@ format, so that you can paste it into (say) an e-mail client or a
|
|||||||
web message board if you're discussing the game with someone else.
|
web message board if you're discussing the game with someone else.
|
||||||
(Not all games support this feature.)
|
(Not all games support this feature.)
|
||||||
|
|
||||||
|
\dt \ii\e{Solve}
|
||||||
|
|
||||||
|
\dd Transforms the puzzle instantly into its solved state. For some
|
||||||
|
games (Cube) this feature is not supported at all because it is of
|
||||||
|
no particular use. For other games (such as Pattern), the solved
|
||||||
|
state can be used to give you information, if you can't see how a
|
||||||
|
solution can exist at all or you want to know where you made a
|
||||||
|
mistake. For still other games (such as Sixteen), automatic solution
|
||||||
|
tells you nothing about how to \e{get} to the solution, but it does
|
||||||
|
provide a useful way to get there quickly so that you can experiment
|
||||||
|
with set-piece moves and transformations.
|
||||||
|
|
||||||
|
\lcont{
|
||||||
|
|
||||||
|
Some games (such as Solo) are capable of solving a game ID you have
|
||||||
|
typed in from elsewhere. Other games (such as Rectangles) cannot
|
||||||
|
solve a game ID they didn't invent themself, but when they did
|
||||||
|
invent the game ID they know what the solution is already. Still
|
||||||
|
other games (Pattern) can solve \e{some} external game IDs, but only
|
||||||
|
if they aren't too difficult.
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
|
\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
|
||||||
|
|
||||||
\dd Closes the application entirely.
|
\dd Closes the application entirely.
|
||||||
|
@ -142,6 +142,7 @@ config_item *midend_get_config(midend_data *me, int which, char **wintitle);
|
|||||||
char *midend_set_config(midend_data *me, int which, config_item *cfg);
|
char *midend_set_config(midend_data *me, int which, config_item *cfg);
|
||||||
char *midend_game_id(midend_data *me, char *id, int def_seed);
|
char *midend_game_id(midend_data *me, char *id, int def_seed);
|
||||||
char *midend_text_format(midend_data *me);
|
char *midend_text_format(midend_data *me);
|
||||||
|
char *midend_solve(midend_data *me);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* malloc.c
|
* malloc.c
|
||||||
@ -197,6 +198,8 @@ struct game {
|
|||||||
game_state *(*new_game)(game_params *params, char *seed);
|
game_state *(*new_game)(game_params *params, char *seed);
|
||||||
game_state *(*dup_game)(game_state *state);
|
game_state *(*dup_game)(game_state *state);
|
||||||
void (*free_game)(game_state *state);
|
void (*free_game)(game_state *state);
|
||||||
|
int can_solve;
|
||||||
|
game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
|
||||||
int can_format_as_text;
|
int can_format_as_text;
|
||||||
char *(*text_format)(game_state *state);
|
char *(*text_format)(game_state *state);
|
||||||
game_ui *(*new_ui)(game_state *state);
|
game_ui *(*new_ui)(game_state *state);
|
||||||
|
67
rect.c
67
rect.c
@ -82,7 +82,7 @@ struct game_state {
|
|||||||
int *grid; /* contains the numbers */
|
int *grid; /* contains the numbers */
|
||||||
unsigned char *vedge; /* (w+1) x h */
|
unsigned char *vedge; /* (w+1) x h */
|
||||||
unsigned char *hedge; /* w x (h+1) */
|
unsigned char *hedge; /* w x (h+1) */
|
||||||
int completed;
|
int completed, cheated;
|
||||||
};
|
};
|
||||||
|
|
||||||
static game_params *default_params(void)
|
static game_params *default_params(void)
|
||||||
@ -386,6 +386,12 @@ static void display_grid(game_params *params, int *grid, int *numbers, int all)
|
|||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
struct game_aux_info {
|
||||||
|
int w, h;
|
||||||
|
unsigned char *vedge; /* (w+1) x h */
|
||||||
|
unsigned char *hedge; /* w x (h+1) */
|
||||||
|
};
|
||||||
|
|
||||||
static char *new_game_seed(game_params *params, random_state *rs,
|
static char *new_game_seed(game_params *params, random_state *rs,
|
||||||
game_aux_info **aux)
|
game_aux_info **aux)
|
||||||
{
|
{
|
||||||
@ -828,6 +834,31 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Store the rectangle data in the game_aux_info.
|
||||||
|
*/
|
||||||
|
{
|
||||||
|
game_aux_info *ai = snew(game_aux_info);
|
||||||
|
|
||||||
|
ai->w = params->w;
|
||||||
|
ai->h = params->h;
|
||||||
|
ai->vedge = snewn(ai->w * ai->h, unsigned char);
|
||||||
|
ai->hedge = snewn(ai->w * ai->h, unsigned char);
|
||||||
|
|
||||||
|
for (y = 0; y < params->h; y++)
|
||||||
|
for (x = 1; x < params->w; x++) {
|
||||||
|
vedge(ai, x, y) =
|
||||||
|
index(params, grid, x, y) != index(params, grid, x-1, y);
|
||||||
|
}
|
||||||
|
for (y = 1; y < params->h; y++)
|
||||||
|
for (x = 0; x < params->w; x++) {
|
||||||
|
hedge(ai, x, y) =
|
||||||
|
index(params, grid, x, y) != index(params, grid, x, y-1);
|
||||||
|
}
|
||||||
|
|
||||||
|
*aux = ai;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Place numbers.
|
* Place numbers.
|
||||||
*/
|
*/
|
||||||
@ -899,9 +930,11 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
return seed;
|
return seed;
|
||||||
}
|
}
|
||||||
|
|
||||||
void game_free_aux_info(game_aux_info *aux)
|
static void game_free_aux_info(game_aux_info *ai)
|
||||||
{
|
{
|
||||||
assert(!"Shouldn't happen");
|
sfree(ai->vedge);
|
||||||
|
sfree(ai->hedge);
|
||||||
|
sfree(ai);
|
||||||
}
|
}
|
||||||
|
|
||||||
static char *validate_seed(game_params *params, char *seed)
|
static char *validate_seed(game_params *params, char *seed)
|
||||||
@ -945,7 +978,7 @@ static game_state *new_game(game_params *params, char *seed)
|
|||||||
state->grid = snewn(area, int);
|
state->grid = snewn(area, int);
|
||||||
state->vedge = snewn(area, unsigned char);
|
state->vedge = snewn(area, unsigned char);
|
||||||
state->hedge = snewn(area, unsigned char);
|
state->hedge = snewn(area, unsigned char);
|
||||||
state->completed = FALSE;
|
state->completed = state->cheated = FALSE;
|
||||||
|
|
||||||
i = 0;
|
i = 0;
|
||||||
while (*seed) {
|
while (*seed) {
|
||||||
@ -987,6 +1020,7 @@ static game_state *dup_game(game_state *state)
|
|||||||
ret->grid = snewn(state->w * state->h, int);
|
ret->grid = snewn(state->w * state->h, int);
|
||||||
|
|
||||||
ret->completed = state->completed;
|
ret->completed = state->completed;
|
||||||
|
ret->cheated = state->cheated;
|
||||||
|
|
||||||
memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
|
memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
|
||||||
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
|
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
|
||||||
@ -1003,6 +1037,27 @@ static void free_game(game_state *state)
|
|||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static game_state *solve_game(game_state *state, game_aux_info *ai,
|
||||||
|
char **error)
|
||||||
|
{
|
||||||
|
game_state *ret;
|
||||||
|
|
||||||
|
if (!ai) {
|
||||||
|
*error = "Solution not known for this puzzle";
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
assert(state->w == ai->w);
|
||||||
|
assert(state->h == ai->h);
|
||||||
|
|
||||||
|
ret = dup_game(state);
|
||||||
|
memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
|
||||||
|
memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
|
||||||
|
ret->cheated = TRUE;
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
static char *game_text_format(game_state *state)
|
static char *game_text_format(game_state *state)
|
||||||
{
|
{
|
||||||
char *ret, *p, buf[80];
|
char *ret, *p, buf[80];
|
||||||
@ -1684,7 +1739,8 @@ static float game_anim_length(game_state *oldstate,
|
|||||||
static float game_flash_length(game_state *oldstate,
|
static float game_flash_length(game_state *oldstate,
|
||||||
game_state *newstate, int dir)
|
game_state *newstate, int dir)
|
||||||
{
|
{
|
||||||
if (!oldstate->completed && newstate->completed)
|
if (!oldstate->completed && newstate->completed &&
|
||||||
|
!oldstate->cheated && !newstate->cheated)
|
||||||
return FLASH_TIME;
|
return FLASH_TIME;
|
||||||
return 0.0F;
|
return 0.0F;
|
||||||
}
|
}
|
||||||
@ -1714,6 +1770,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
TRUE, solve_game,
|
||||||
TRUE, game_text_format,
|
TRUE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
41
sixteen.c
41
sixteen.c
@ -42,6 +42,8 @@ struct game_state {
|
|||||||
int w, h, n;
|
int w, h, n;
|
||||||
int *tiles;
|
int *tiles;
|
||||||
int completed;
|
int completed;
|
||||||
|
int just_used_solve; /* used to suppress undo animation */
|
||||||
|
int used_solve; /* used to suppress completion flash */
|
||||||
int movecount;
|
int movecount;
|
||||||
int last_movement_sense;
|
int last_movement_sense;
|
||||||
};
|
};
|
||||||
@ -279,7 +281,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
void game_free_aux_info(game_aux_info *aux)
|
static void game_free_aux_info(game_aux_info *aux)
|
||||||
{
|
{
|
||||||
assert(!"Shouldn't happen");
|
assert(!"Shouldn't happen");
|
||||||
}
|
}
|
||||||
@ -359,6 +361,7 @@ static game_state *new_game(game_params *params, char *seed)
|
|||||||
assert(!*p);
|
assert(!*p);
|
||||||
|
|
||||||
state->completed = state->movecount = 0;
|
state->completed = state->movecount = 0;
|
||||||
|
state->used_solve = state->just_used_solve = FALSE;
|
||||||
state->last_movement_sense = 0;
|
state->last_movement_sense = 0;
|
||||||
|
|
||||||
return state;
|
return state;
|
||||||
@ -375,6 +378,8 @@ static game_state *dup_game(game_state *state)
|
|||||||
memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
|
memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
|
||||||
ret->completed = state->completed;
|
ret->completed = state->completed;
|
||||||
ret->movecount = state->movecount;
|
ret->movecount = state->movecount;
|
||||||
|
ret->used_solve = state->used_solve;
|
||||||
|
ret->just_used_solve = state->just_used_solve;
|
||||||
ret->last_movement_sense = state->last_movement_sense;
|
ret->last_movement_sense = state->last_movement_sense;
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
@ -385,6 +390,27 @@ static void free_game(game_state *state)
|
|||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static game_state *solve_game(game_state *state, game_aux_info *aux,
|
||||||
|
char **error)
|
||||||
|
{
|
||||||
|
game_state *ret = dup_game(state);
|
||||||
|
int i;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Simply replace the grid with a solved one. For this game,
|
||||||
|
* this isn't a useful operation for actually telling the user
|
||||||
|
* what they should have done, but it is useful for
|
||||||
|
* conveniently being able to get hold of a clean state from
|
||||||
|
* which to practise manoeuvres.
|
||||||
|
*/
|
||||||
|
for (i = 0; i < ret->n; i++)
|
||||||
|
ret->tiles[i] = i+1;
|
||||||
|
ret->used_solve = ret->just_used_solve = TRUE;
|
||||||
|
ret->completed = ret->movecount;
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
static char *game_text_format(game_state *state)
|
static char *game_text_format(game_state *state)
|
||||||
{
|
{
|
||||||
char *ret, *p, buf[80];
|
char *ret, *p, buf[80];
|
||||||
@ -464,6 +490,7 @@ static game_state *make_move(game_state *from, game_ui *ui,
|
|||||||
}
|
}
|
||||||
|
|
||||||
ret = dup_game(from);
|
ret = dup_game(from);
|
||||||
|
ret->just_used_solve = FALSE; /* zero this in a hurry */
|
||||||
|
|
||||||
do {
|
do {
|
||||||
cx += dx;
|
cx += dx;
|
||||||
@ -786,6 +813,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
if (oldstate)
|
if (oldstate)
|
||||||
state = oldstate;
|
state = oldstate;
|
||||||
|
|
||||||
|
if (state->used_solve)
|
||||||
|
sprintf(statusbuf, "Moves since auto-solve: %d",
|
||||||
|
state->movecount - state->completed);
|
||||||
|
else
|
||||||
sprintf(statusbuf, "%sMoves: %d",
|
sprintf(statusbuf, "%sMoves: %d",
|
||||||
(state->completed ? "COMPLETED! " : ""),
|
(state->completed ? "COMPLETED! " : ""),
|
||||||
(state->completed ? state->completed : state->movecount));
|
(state->completed ? state->completed : state->movecount));
|
||||||
@ -797,13 +828,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
static float game_anim_length(game_state *oldstate,
|
static float game_anim_length(game_state *oldstate,
|
||||||
game_state *newstate, int dir)
|
game_state *newstate, int dir)
|
||||||
{
|
{
|
||||||
|
if ((dir > 0 && newstate->just_used_solve) ||
|
||||||
|
(dir < 0 && oldstate->just_used_solve))
|
||||||
|
return 0.0F;
|
||||||
|
else
|
||||||
return ANIM_TIME;
|
return ANIM_TIME;
|
||||||
}
|
}
|
||||||
|
|
||||||
static float game_flash_length(game_state *oldstate,
|
static float game_flash_length(game_state *oldstate,
|
||||||
game_state *newstate, int dir)
|
game_state *newstate, int dir)
|
||||||
{
|
{
|
||||||
if (!oldstate->completed && newstate->completed)
|
if (!oldstate->completed && newstate->completed &&
|
||||||
|
!oldstate->used_solve && !newstate->used_solve)
|
||||||
return 2 * FLASH_FRAME;
|
return 2 * FLASH_FRAME;
|
||||||
else
|
else
|
||||||
return 0.0F;
|
return 0.0F;
|
||||||
@ -834,6 +870,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
TRUE, solve_game,
|
||||||
TRUE, game_text_format,
|
TRUE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
41
solo.c
41
solo.c
@ -107,7 +107,7 @@ struct game_state {
|
|||||||
int c, r;
|
int c, r;
|
||||||
digit *grid;
|
digit *grid;
|
||||||
unsigned char *immutable; /* marks which digits are clues */
|
unsigned char *immutable; /* marks which digits are clues */
|
||||||
int completed;
|
int completed, cheated;
|
||||||
};
|
};
|
||||||
|
|
||||||
static game_params *default_params(void)
|
static game_params *default_params(void)
|
||||||
@ -1514,7 +1514,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
return seed;
|
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");
|
assert(!"Shouldn't happen");
|
||||||
}
|
}
|
||||||
@ -1560,7 +1560,7 @@ static game_state *new_game(game_params *params, char *seed)
|
|||||||
state->immutable = snewn(area, unsigned char);
|
state->immutable = snewn(area, unsigned char);
|
||||||
memset(state->immutable, FALSE, area);
|
memset(state->immutable, FALSE, area);
|
||||||
|
|
||||||
state->completed = FALSE;
|
state->completed = state->cheated = FALSE;
|
||||||
|
|
||||||
i = 0;
|
i = 0;
|
||||||
while (*seed) {
|
while (*seed) {
|
||||||
@ -1602,6 +1602,7 @@ static game_state *dup_game(game_state *state)
|
|||||||
memcpy(ret->immutable, state->immutable, area);
|
memcpy(ret->immutable, state->immutable, area);
|
||||||
|
|
||||||
ret->completed = state->completed;
|
ret->completed = state->completed;
|
||||||
|
ret->cheated = state->cheated;
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
@ -1613,6 +1614,36 @@ static void free_game(game_state *state)
|
|||||||
sfree(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)
|
static char *grid_text_format(int c, int r, digit *grid)
|
||||||
{
|
{
|
||||||
int cr = c*r;
|
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,
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
||||||
int dir)
|
int dir)
|
||||||
{
|
{
|
||||||
if (!oldstate->completed && newstate->completed)
|
if (!oldstate->completed && newstate->completed &&
|
||||||
|
!oldstate->cheated && !newstate->cheated)
|
||||||
return FLASH_TIME;
|
return FLASH_TIME;
|
||||||
return 0.0F;
|
return 0.0F;
|
||||||
}
|
}
|
||||||
@ -1970,6 +2002,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
TRUE, solve_game,
|
||||||
TRUE, game_text_format,
|
TRUE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
51
twiddle.c
51
twiddle.c
@ -46,6 +46,8 @@ struct game_state {
|
|||||||
int orientable;
|
int orientable;
|
||||||
int *grid;
|
int *grid;
|
||||||
int completed;
|
int completed;
|
||||||
|
int just_used_solve; /* used to suppress undo animation */
|
||||||
|
int used_solve; /* used to suppress completion flash */
|
||||||
int movecount;
|
int movecount;
|
||||||
int lastx, lasty, lastr; /* coordinates of last rotation */
|
int lastx, lasty, lastr; /* coordinates of last rotation */
|
||||||
};
|
};
|
||||||
@ -359,7 +361,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
|
|||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
void game_free_aux_info(game_aux_info *aux)
|
static void game_free_aux_info(game_aux_info *aux)
|
||||||
{
|
{
|
||||||
assert(!"Shouldn't happen");
|
assert(!"Shouldn't happen");
|
||||||
}
|
}
|
||||||
@ -406,6 +408,7 @@ static game_state *new_game(game_params *params, char *seed)
|
|||||||
state->n = n;
|
state->n = n;
|
||||||
state->orientable = params->orientable;
|
state->orientable = params->orientable;
|
||||||
state->completed = 0;
|
state->completed = 0;
|
||||||
|
state->used_solve = state->just_used_solve = FALSE;
|
||||||
state->movecount = 0;
|
state->movecount = 0;
|
||||||
state->lastx = state->lasty = state->lastr = -1;
|
state->lastx = state->lasty = state->lastr = -1;
|
||||||
|
|
||||||
@ -445,6 +448,8 @@ static game_state *dup_game(game_state *state)
|
|||||||
ret->lastx = state->lastx;
|
ret->lastx = state->lastx;
|
||||||
ret->lasty = state->lasty;
|
ret->lasty = state->lasty;
|
||||||
ret->lastr = state->lastr;
|
ret->lastr = state->lastr;
|
||||||
|
ret->used_solve = state->used_solve;
|
||||||
|
ret->just_used_solve = state->just_used_solve;
|
||||||
|
|
||||||
ret->grid = snewn(ret->w * ret->h, int);
|
ret->grid = snewn(ret->w * ret->h, int);
|
||||||
memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
|
memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
|
||||||
@ -458,6 +463,37 @@ static void free_game(game_state *state)
|
|||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static int compare_int(const void *av, const void *bv)
|
||||||
|
{
|
||||||
|
const int *a = (const int *)av;
|
||||||
|
const int *b = (const int *)bv;
|
||||||
|
if (*a < *b)
|
||||||
|
return -1;
|
||||||
|
else if (*a > *b)
|
||||||
|
return +1;
|
||||||
|
else
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static game_state *solve_game(game_state *state, game_aux_info *aux,
|
||||||
|
char **error)
|
||||||
|
{
|
||||||
|
game_state *ret = dup_game(state);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Simply replace the grid with a solved one. For this game,
|
||||||
|
* this isn't a useful operation for actually telling the user
|
||||||
|
* what they should have done, but it is useful for
|
||||||
|
* conveniently being able to get hold of a clean state from
|
||||||
|
* which to practise manoeuvres.
|
||||||
|
*/
|
||||||
|
qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
|
||||||
|
ret->used_solve = ret->just_used_solve = TRUE;
|
||||||
|
ret->completed = ret->movecount;
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
static char *game_text_format(game_state *state)
|
static char *game_text_format(game_state *state)
|
||||||
{
|
{
|
||||||
char *ret, *p, buf[80];
|
char *ret, *p, buf[80];
|
||||||
@ -538,6 +574,7 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
|
|||||||
* This is a valid move. Make it.
|
* This is a valid move. Make it.
|
||||||
*/
|
*/
|
||||||
ret = dup_game(from);
|
ret = dup_game(from);
|
||||||
|
ret->just_used_solve = FALSE; /* zero this in a hurry */
|
||||||
ret->movecount++;
|
ret->movecount++;
|
||||||
dir = (button == LEFT_BUTTON ? 1 : -1);
|
dir = (button == LEFT_BUTTON ? 1 : -1);
|
||||||
do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
|
do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
|
||||||
@ -822,13 +859,18 @@ static int highlight_colour(float angle)
|
|||||||
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
||||||
int dir)
|
int dir)
|
||||||
{
|
{
|
||||||
|
if ((dir > 0 && newstate->just_used_solve) ||
|
||||||
|
(dir < 0 && oldstate->just_used_solve))
|
||||||
|
return 0.0F;
|
||||||
|
else
|
||||||
return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
|
return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
|
||||||
}
|
}
|
||||||
|
|
||||||
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
||||||
int dir)
|
int dir)
|
||||||
{
|
{
|
||||||
if (!oldstate->completed && newstate->completed)
|
if (!oldstate->completed && newstate->completed &&
|
||||||
|
!oldstate->used_solve && !newstate->used_solve)
|
||||||
return 2 * FLASH_FRAME;
|
return 2 * FLASH_FRAME;
|
||||||
else
|
else
|
||||||
return 0.0F;
|
return 0.0F;
|
||||||
@ -963,6 +1005,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
if (oldstate)
|
if (oldstate)
|
||||||
state = oldstate;
|
state = oldstate;
|
||||||
|
|
||||||
|
if (state->used_solve)
|
||||||
|
sprintf(statusbuf, "Moves since auto-solve: %d",
|
||||||
|
state->movecount - state->completed);
|
||||||
|
else
|
||||||
sprintf(statusbuf, "%sMoves: %d",
|
sprintf(statusbuf, "%sMoves: %d",
|
||||||
(state->completed ? "COMPLETED! " : ""),
|
(state->completed ? "COMPLETED! " : ""),
|
||||||
(state->completed ? state->completed : state->movecount));
|
(state->completed ? state->completed : state->movecount));
|
||||||
@ -996,6 +1042,7 @@ const struct game thegame = {
|
|||||||
new_game,
|
new_game,
|
||||||
dup_game,
|
dup_game,
|
||||||
free_game,
|
free_game,
|
||||||
|
TRUE, solve_game,
|
||||||
TRUE, game_text_format,
|
TRUE, game_text_format,
|
||||||
new_ui,
|
new_ui,
|
||||||
free_ui,
|
free_ui,
|
||||||
|
23
windows.c
23
windows.c
@ -28,11 +28,12 @@
|
|||||||
#define IDM_UNDO 0x0030
|
#define IDM_UNDO 0x0030
|
||||||
#define IDM_REDO 0x0040
|
#define IDM_REDO 0x0040
|
||||||
#define IDM_COPY 0x0050
|
#define IDM_COPY 0x0050
|
||||||
#define IDM_QUIT 0x0060
|
#define IDM_SOLVE 0x0060
|
||||||
#define IDM_CONFIG 0x0070
|
#define IDM_QUIT 0x0070
|
||||||
#define IDM_SEED 0x0080
|
#define IDM_CONFIG 0x0080
|
||||||
#define IDM_HELPC 0x0090
|
#define IDM_SEED 0x0090
|
||||||
#define IDM_GAMEHELP 0x00A0
|
#define IDM_HELPC 0x00A0
|
||||||
|
#define IDM_GAMEHELP 0x00B0
|
||||||
#define IDM_PRESETS 0x0100
|
#define IDM_PRESETS 0x0100
|
||||||
|
|
||||||
#define HELP_FILE_NAME "puzzles.hlp"
|
#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_SEPARATOR, 0, 0);
|
||||||
AppendMenu(menu, MF_ENABLED, IDM_COPY, "Copy");
|
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_SEPARATOR, 0, 0);
|
||||||
AppendMenu(menu, MF_ENABLED, IDM_QUIT, "Exit");
|
AppendMenu(menu, MF_ENABLED, IDM_QUIT, "Exit");
|
||||||
if (fe->help_path) {
|
if (fe->help_path) {
|
||||||
@ -930,6 +935,14 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT message,
|
|||||||
MessageBeep(MB_ICONWARNING);
|
MessageBeep(MB_ICONWARNING);
|
||||||
}
|
}
|
||||||
break;
|
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:
|
case IDM_QUIT:
|
||||||
if (!midend_process_key(fe->me, 0, 0, 'q'))
|
if (!midend_process_key(fe->me, 0, 0, 'q'))
|
||||||
PostQuitMessage(0);
|
PostQuitMessage(0);
|
||||||
|
Reference in New Issue
Block a user