int w, h, n;
int *tiles;
int completed;
+ int just_used_solve; /* used to suppress undo animation */
+ int used_solve; /* used to suppress completion flash */
int movecount;
int last_movement_sense;
};
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(!*p);
state->completed = state->movecount = 0;
+ state->used_solve = state->just_used_solve = FALSE;
state->last_movement_sense = 0;
return state;
memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
ret->completed = state->completed;
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;
return ret;
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)
{
char *ret, *p, buf[80];
*/
maxlen = state->h * state->w * (col+1);
- ret = snewn(maxlen, char);
+ ret = snewn(maxlen+1, char);
p = ret;
for (y = 0; y < state->h; y++) {
}
ret = dup_game(from);
+ ret->just_used_solve = FALSE; /* zero this in a hurry */
do {
cx += dx;
if (oldstate)
state = oldstate;
- sprintf(statusbuf, "%sMoves: %d",
- (state->completed ? "COMPLETED! " : ""),
- (state->completed ? state->completed : state->movecount));
+ if (state->used_solve)
+ sprintf(statusbuf, "Moves since auto-solve: %d",
+ state->movecount - state->completed);
+ else
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed ? "COMPLETED! " : ""),
+ (state->completed ? state->completed : state->movecount));
status_bar(fe, statusbuf);
}
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir)
{
- return ANIM_TIME;
+ if ((dir > 0 && newstate->just_used_solve) ||
+ (dir < 0 && oldstate->just_used_solve))
+ return 0.0F;
+ else
+ return ANIM_TIME;
}
static float game_flash_length(game_state *oldstate,
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;
else
return 0.0F;
new_game,
dup_game,
free_game,
+ TRUE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,