Recompute solutions in Inertia if the user strays from the path.

This commit is contained in:
Jonas Kölker
2015-10-01 21:29:42 +02:00
committed by Simon Tatham
parent bda4a963f4
commit b9dfef7a12
2 changed files with 46 additions and 37 deletions

View File

@ -735,7 +735,7 @@ static int compare_integers(const void *av, const void *bv)
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, char **error)
{
int w = state->p.w, h = state->p.h, wh = w*h;
int w = currstate->p.w, h = currstate->p.h, wh = w*h;
int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit;
int nedges;
int *dist, *dist2, *list;
@ -1645,6 +1645,38 @@ static char *interpret_move(const game_state *state, game_ui *ui,
return dupstr(buf);
}
static void install_new_solution(game_state *ret, const char *move)
{
int i;
soln *sol;
assert (*move == 'S');
++move;
sol = snew(soln);
sol->len = strlen(move);
sol->list = snewn(sol->len, unsigned char);
for (i = 0; i < sol->len; ++i) sol->list[i] = move[i] - '0';
if (ret->soln && --ret->soln->refcount == 0) {
sfree(ret->soln->list);
sfree(ret->soln);
}
ret->soln = sol;
sol->refcount = 1;
ret->cheated = TRUE;
ret->solnpos = 0;
}
static void discard_solution(game_state *ret)
{
--ret->soln->refcount;
assert(ret->soln->refcount > 0); /* ret has a soln-pointing dup */
ret->soln = NULL;
ret->solnpos = 0;
}
static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->p.w, h = state->p.h /*, wh = w*h */;
@ -1652,29 +1684,12 @@ static game_state *execute_move(const game_state *state, const char *move)
game_state *ret;
if (*move == 'S') {
int len, i;
soln *sol;
/*
* This is a solve move, so we don't actually _change_ the
* grid but merely set up a stored solution path.
*/
move++;
len = strlen(move);
sol = snew(soln);
sol->len = len;
sol->list = snewn(len, unsigned char);
for (i = 0; i < len; i++)
sol->list[i] = move[i] - '0';
ret = dup_game(state);
ret->cheated = TRUE;
if (ret->soln && --ret->soln->refcount == 0) {
sfree(ret->soln->list);
sfree(ret->soln);
}
ret->soln = sol;
ret->solnpos = 0;
sol->refcount = 1;
install_new_solution(ret, move);
return ret;
}
@ -1715,22 +1730,18 @@ static game_state *execute_move(const game_state *state, const char *move)
}
if (ret->soln) {
/*
* If this move is the correct next one in the stored
* solution path, advance solnpos.
*/
if (ret->soln->list[ret->solnpos] == dir &&
ret->solnpos+1 < ret->soln->len) {
ret->solnpos++;
if (ret->dead || ret->gems == 0)
discard_solution(ret);
else if (ret->soln->list[ret->solnpos] == dir) {
++ret->solnpos;
assert(ret->solnpos < ret->soln->len); /* or gems == 0 */
assert(!ret->dead); /* or not a solution */
} else {
/*
* Otherwise, the user has strayed from the path, so
* the path is no longer valid.
*/
ret->soln->refcount--;
assert(ret->soln->refcount > 0);/* `state' at least still exists */
ret->soln = NULL;
ret->solnpos = 0;
char *error = NULL, *soln = solve_game(NULL, ret, NULL, &error);
if (!error) {
install_new_solution(ret, soln);
sfree(soln);
} else discard_solution(ret);
}
}