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Recompute solutions in Inertia if the user strays from the path.
This commit is contained in:

committed by
Simon Tatham

parent
bda4a963f4
commit
b9dfef7a12
79
inertia.c
79
inertia.c
@ -735,7 +735,7 @@ static int compare_integers(const void *av, const void *bv)
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static char *solve_game(const game_state *state, const game_state *currstate,
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const char *aux, char **error)
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{
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int w = state->p.w, h = state->p.h, wh = w*h;
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int w = currstate->p.w, h = currstate->p.h, wh = w*h;
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int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit;
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int nedges;
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int *dist, *dist2, *list;
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@ -1645,6 +1645,38 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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return dupstr(buf);
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}
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static void install_new_solution(game_state *ret, const char *move)
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{
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int i;
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soln *sol;
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assert (*move == 'S');
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++move;
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sol = snew(soln);
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sol->len = strlen(move);
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sol->list = snewn(sol->len, unsigned char);
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for (i = 0; i < sol->len; ++i) sol->list[i] = move[i] - '0';
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if (ret->soln && --ret->soln->refcount == 0) {
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sfree(ret->soln->list);
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sfree(ret->soln);
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}
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ret->soln = sol;
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sol->refcount = 1;
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ret->cheated = TRUE;
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ret->solnpos = 0;
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}
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static void discard_solution(game_state *ret)
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{
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--ret->soln->refcount;
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assert(ret->soln->refcount > 0); /* ret has a soln-pointing dup */
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ret->soln = NULL;
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ret->solnpos = 0;
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}
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static game_state *execute_move(const game_state *state, const char *move)
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{
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int w = state->p.w, h = state->p.h /*, wh = w*h */;
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@ -1652,29 +1684,12 @@ static game_state *execute_move(const game_state *state, const char *move)
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game_state *ret;
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if (*move == 'S') {
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int len, i;
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soln *sol;
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/*
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* This is a solve move, so we don't actually _change_ the
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* grid but merely set up a stored solution path.
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*/
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move++;
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len = strlen(move);
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sol = snew(soln);
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sol->len = len;
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sol->list = snewn(len, unsigned char);
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for (i = 0; i < len; i++)
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sol->list[i] = move[i] - '0';
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ret = dup_game(state);
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ret->cheated = TRUE;
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if (ret->soln && --ret->soln->refcount == 0) {
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sfree(ret->soln->list);
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sfree(ret->soln);
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}
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ret->soln = sol;
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ret->solnpos = 0;
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sol->refcount = 1;
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install_new_solution(ret, move);
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return ret;
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}
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@ -1715,22 +1730,18 @@ static game_state *execute_move(const game_state *state, const char *move)
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}
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if (ret->soln) {
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/*
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* If this move is the correct next one in the stored
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* solution path, advance solnpos.
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*/
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if (ret->soln->list[ret->solnpos] == dir &&
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ret->solnpos+1 < ret->soln->len) {
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ret->solnpos++;
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if (ret->dead || ret->gems == 0)
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discard_solution(ret);
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else if (ret->soln->list[ret->solnpos] == dir) {
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++ret->solnpos;
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assert(ret->solnpos < ret->soln->len); /* or gems == 0 */
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assert(!ret->dead); /* or not a solution */
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} else {
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/*
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* Otherwise, the user has strayed from the path, so
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* the path is no longer valid.
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*/
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ret->soln->refcount--;
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assert(ret->soln->refcount > 0);/* `state' at least still exists */
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ret->soln = NULL;
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ret->solnpos = 0;
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char *error = NULL, *soln = solve_game(NULL, ret, NULL, &error);
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if (!error) {
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install_new_solution(ret, soln);
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sfree(soln);
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} else discard_solution(ret);
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}
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}
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@ -2032,9 +2032,7 @@ begin on this path. If you then move in that direction, the arrow
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will update to indicate the next direction on the path. You can also
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press Space to automatically move in the direction of the hint
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arrow. If you move in a different direction from the one shown by
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the arrow, the hint arrows will stop appearing because you have
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strayed from the provided path; you can then use \q{Solve} again to
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generate a new path if you want to.
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the arrow, arrows will be shown only if the puzzle is still solvable.
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All the actions described in \k{common-actions} are also available.
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In particular, if you do run into a mine and die, you can use the
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