Fix outdated comment
[sgt/puzzles] / net.c
diff --git a/net.c b/net.c
index 3d4daa7..c8cafc1 100644 (file)
--- a/net.c
+++ b/net.c
@@ -75,10 +75,18 @@ struct game_params {
     float barrier_probability;
 };
 
+struct solved_game_state {
+    int width, height;
+    int refcount;
+    unsigned char *tiles;
+};
+
 struct game_state {
     int width, height, cx, cy, wrapping, completed, last_rotate_dir;
+    int used_solve, just_used_solve;
     unsigned char *tiles;
     unsigned char *barriers;
+    struct solved_game_state *solution;
 };
 
 #define OFFSET(x2,y2,x1,y1,dir,state) \
@@ -309,7 +317,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
     return dupstr(buf);
 }
 
-void game_free_aux_info(game_aux_info *aux)
+static void game_free_aux_info(game_aux_info *aux)
 {
     assert(!"Shouldn't happen");
 }
@@ -347,7 +355,7 @@ static game_state *new_game(game_params *params, char *seed)
     state->cy = state->height / 2;
     state->wrapping = params->wrapping;
     state->last_rotate_dir = 0;
-    state->completed = FALSE;
+    state->completed = state->used_solve = state->just_used_solve = FALSE;
     state->tiles = snewn(state->width * state->height, unsigned char);
     memset(state->tiles, 0, state->width * state->height);
     state->barriers = snewn(state->width * state->height, unsigned char);
@@ -559,6 +567,25 @@ static game_state *new_game(game_params *params, char *seed)
     }
 
     /*
+     * Save the unshuffled grid. We do this using a separate
+     * reference-counted structure since it's a large chunk of
+     * memory which we don't want to have to replicate in every
+     * game state while playing.
+     */
+    {
+       struct solved_game_state *solution;
+
+       solution = snew(struct solved_game_state);
+       solution->width = state->width;
+       solution->height = state->height;
+       solution->refcount = 1;
+       solution->tiles = snewn(state->width * state->height, unsigned char);
+       memcpy(solution->tiles, state->tiles, state->width * state->height);
+
+       state->solution = solution;
+    }
+
+    /*
      * Now shuffle the grid.
      */
     for (y = 0; y < state->height; y++) {
@@ -689,22 +716,58 @@ static game_state *dup_game(game_state *state)
     ret->cy = state->cy;
     ret->wrapping = state->wrapping;
     ret->completed = state->completed;
+    ret->used_solve = state->used_solve;
+    ret->just_used_solve = state->just_used_solve;
     ret->last_rotate_dir = state->last_rotate_dir;
     ret->tiles = snewn(state->width * state->height, unsigned char);
     memcpy(ret->tiles, state->tiles, state->width * state->height);
     ret->barriers = snewn(state->width * state->height, unsigned char);
     memcpy(ret->barriers, state->barriers, state->width * state->height);
+    ret->solution = state->solution;
+    if (ret->solution)
+       ret->solution->refcount++;
 
     return ret;
 }
 
 static void free_game(game_state *state)
 {
+    if (state->solution && --state->solution->refcount <= 0) {
+       sfree(state->solution->tiles);
+       sfree(state->solution);
+    }
     sfree(state->tiles);
     sfree(state->barriers);
     sfree(state);
 }
 
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+                             char **error)
+{
+    game_state *ret;
+
+    if (!state->solution) {
+       /*
+        * 2005-05-02: This shouldn't happen, at the time of
+        * writing, because Net is incapable of receiving a puzzle
+        * description from outside. If in future it becomes so,
+        * then we will have puzzles for which we don't know the
+        * solution.
+        */
+       *error = "Solution not known for this puzzle";
+       return NULL;
+    }
+
+    assert(state->solution->width == state->width);
+    assert(state->solution->height == state->height);
+    ret = dup_game(state);
+    memcpy(ret->tiles, state->solution->tiles, ret->width * ret->height);
+    ret->used_solve = ret->just_used_solve = TRUE;
+    ret->completed = TRUE;
+
+    return ret;
+}
+
 static char *game_text_format(game_state *state)
 {
     return NULL;
@@ -877,6 +940,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
     if (button == MIDDLE_BUTTON) {
 
        ret = dup_game(state);
+       ret->just_used_solve = FALSE;
        tile(ret, tx, ty) ^= LOCKED;
        ret->last_rotate_dir = 0;
        return ret;
@@ -895,6 +959,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
          * turns anticlockwise; right button turns clockwise.
          */
         ret = dup_game(state);
+       ret->just_used_solve = FALSE;
         orig = tile(ret, tx, ty);
         if (button == LEFT_BUTTON) {
             tile(ret, tx, ty) = A(orig);
@@ -911,6 +976,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
          */
         int jx, jy;
         ret = dup_game(state);
+       ret->just_used_solve = FALSE;
         for (jy = 0; jy < ret->height; jy++) {
             for (jx = 0; jx < ret->width; jx++) {
                 if (!(tile(ret, jx, jy) & LOCKED)) {
@@ -1436,7 +1502,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                a++;
 
        sprintf(statusbuf, "%sActive: %d/%d",
-               (state->completed ? "COMPLETED! " : ""), a, n);
+               (state->used_solve ? "Auto-solved. " :
+                state->completed ? "COMPLETED! " : ""), a, n);
 
        status_bar(fe, statusbuf);
     }
@@ -1450,6 +1517,13 @@ static float game_anim_length(game_state *oldstate,
     int x, y, last_rotate_dir;
 
     /*
+     * Don't animate an auto-solve move.
+     */
+    if ((dir > 0 && newstate->just_used_solve) ||
+       (dir < 0 && oldstate->just_used_solve))
+       return 0.0F;
+
+    /*
      * Don't animate if last_rotate_dir is zero.
      */
     last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
@@ -1478,7 +1552,8 @@ static float game_flash_length(game_state *oldstate,
      * If the game has just been completed, we display a completion
      * flash.
      */
-    if (!oldstate->completed && newstate->completed) {
+    if (!oldstate->completed && newstate->completed &&
+       !oldstate->used_solve && !newstate->used_solve) {
         int size;
         size = 0;
         if (size < newstate->cx+1)
@@ -1520,6 +1595,7 @@ const struct game thegame = {
     new_game,
     dup_game,
     free_game,
+    TRUE, solve_game,
     FALSE, game_text_format,
     new_ui,
     free_ui,