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authorSimon Tatham <anakin@pobox.com>2005-05-02 13:17:10 +0000
committerSimon Tatham <anakin@pobox.com>2005-05-02 13:17:10 +0000
commit4f7b65de2e5f6387a819dd3767f5459b06f5db11 (patch)
treecae01c5919854fcbbffae43de6032fc50ae5c031 /solo.c
parentaea7b6181580df2f0b28d027832dee8d9abccd73 (diff)
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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]
Diffstat (limited to 'solo.c')
-rw-r--r--solo.c41
1 files changed, 37 insertions, 4 deletions
diff --git a/solo.c b/solo.c
index 4b4adea..dc3bbc4 100644
--- a/solo.c
+++ b/solo.c
@@ -107,7 +107,7 @@ struct game_state {
int c, r;
digit *grid;
unsigned char *immutable; /* marks which digits are clues */
- int completed;
+ int completed, cheated;
};
static game_params *default_params(void)
@@ -1514,7 +1514,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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");
}
@@ -1560,7 +1560,7 @@ static game_state *new_game(game_params *params, char *seed)
state->immutable = snewn(area, unsigned char);
memset(state->immutable, FALSE, area);
- state->completed = FALSE;
+ state->completed = state->cheated = FALSE;
i = 0;
while (*seed) {
@@ -1602,6 +1602,7 @@ static game_state *dup_game(game_state *state)
memcpy(ret->immutable, state->immutable, area);
ret->completed = state->completed;
+ ret->cheated = state->cheated;
return ret;
}
@@ -1613,6 +1614,36 @@ static void free_game(game_state *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)
{
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,
int dir)
{
- if (!oldstate->completed && newstate->completed)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
@@ -1970,6 +2002,7 @@ const struct game thegame = {
new_game,
dup_game,
free_game,
+ TRUE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,