int orientable;
int *grid;
int completed;
+ int just_used_solve; /* used to suppress undo animation */
+ int used_solve; /* used to suppress completion flash */
int movecount;
int lastx, lasty, lastr; /* coordinates of last rotation */
};
* and simply shuffle the grid by making a long sequence of
* randomly chosen moves.
*/
- total_moves = w*h*n*n*2;
+ total_moves = w*h*n*n*2 + random_upto(rs, 1);
for (i = 0; i < total_moves; i++) {
int x, y;
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");
}
state->n = n;
state->orientable = params->orientable;
state->completed = 0;
+ state->used_solve = state->just_used_solve = FALSE;
state->movecount = 0;
state->lastx = state->lasty = state->lastr = -1;
ret->lastx = state->lastx;
ret->lasty = state->lasty;
ret->lastr = state->lastr;
+ ret->used_solve = state->used_solve;
+ ret->just_used_solve = state->just_used_solve;
ret->grid = snewn(ret->w * ret->h, int);
memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
sfree(state);
}
+static int compare_int(const void *av, const void *bv)
+{
+ const int *a = (const int *)av;
+ const int *b = (const int *)bv;
+ if (*a < *b)
+ return -1;
+ else if (*a > *b)
+ return +1;
+ else
+ return 0;
+}
+
+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.
+ */
+ qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
+ for (i = 0; i < ret->w*ret->h; i++)
+ ret->grid[i] &= ~3;
+ 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+o+1);
- ret = snewn(maxlen, char);
+ ret = snewn(maxlen+1, char);
p = ret;
for (y = 0; y < state->h; y++) {
* This is a valid move. Make it.
*/
ret = dup_game(from);
+ ret->just_used_solve = FALSE; /* zero this in a hurry */
ret->movecount++;
dir = (button == LEFT_BUTTON ? 1 : -1);
do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
}
/*
- * Next, the colour bars for orientation.
+ * Next, the triangles for orientation.
*/
if (state->orientable) {
int xdx, xdy, ydx, ydy;
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir)
{
- return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
+ if ((dir > 0 && newstate->just_used_solve) ||
+ (dir < 0 && oldstate->just_used_solve))
+ return 0.0F;
+ else
+ return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
}
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;
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);
}
new_game,
dup_game,
free_game,
+ TRUE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,