From 4f7b65de2e5f6387a819dd3767f5459b06f5db11 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Mon, 2 May 2005 13:17:10 +0000 Subject: 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] --- solo.c | 41 +++++++++++++++++++++++++++++++++++++---- 1 file changed, 37 insertions(+), 4 deletions(-) (limited to 'solo.c') 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, -- cgit v1.1