Fix outdated comment
[sgt/puzzles] / netslide.c
index aee6e24..f367621 100644 (file)
@@ -82,8 +82,15 @@ 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;
+    int used_solve, just_used_solve;
     int move_count;
 
     /* position (row or col number, starting at 0) of last move. */
@@ -94,6 +101,7 @@ struct game_state {
 
     unsigned char *tiles;
     unsigned char *barriers;
+    struct solved_game_state *solution;
 };
 
 #define OFFSET(x2,y2,x1,y1,dir,state) \
@@ -308,7 +316,8 @@ static char *validate_params(game_params *params)
  * Randomly select a new game seed.
  */
 
-static char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_seed(game_params *params, random_state *rs,
+                          game_aux_info **aux)
 {
     /*
      * The full description of a Net game is far too large to
@@ -326,6 +335,11 @@ static char *new_game_seed(game_params *params, random_state *rs)
     return dupstr(buf);
 }
 
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
+}
+
 static char *validate_seed(game_params *params, char *seed)
 {
     /*
@@ -359,6 +373,7 @@ static game_state *new_game(game_params *params, char *seed)
     state->cy = state->height / 2;
     state->wrapping = params->wrapping;
     state->completed = 0;
+    state->used_solve = state->just_used_solve = FALSE;
     state->move_count = 0;
     state->last_move_row = -1;
     state->last_move_col = -1;
@@ -574,6 +589,25 @@ 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.
      * FIXME - this simply does a set of random moves to shuffle the pieces.
      * A better way would be to number all the pieces, generate a placement
@@ -721,6 +755,8 @@ 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->move_count = state->move_count;
     ret->last_move_row = state->last_move_row;
     ret->last_move_col = state->last_move_col;
@@ -729,17 +765,56 @@ static game_state *dup_game(game_state *state)
     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 = ret->move_count;
+
+    return ret;
+}
+
+static char *game_text_format(game_state *state)
+{
+    return NULL;
+}
+
 /* ----------------------------------------------------------------------
  * Utility routine.
  */
@@ -898,6 +973,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
     }
 
     ret = dup_game(state);
+    ret->just_used_solve = FALSE;
 
     if (dx == 0) slide_col(ret, dy, cx);
     else slide_row(ret, dx, cy);
@@ -1467,10 +1543,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
            if (active[i])
                a++;
 
-       sprintf(statusbuf, "%sMoves: %d Active: %d/%d",
-               (state->completed ? "COMPLETED! " : ""),
-                (state->completed ? state->completed : state->move_count),
-                a, n);
+       if (state->used_solve)
+           sprintf(statusbuf, "Moves since auto-solve: %d",
+                   state->move_count - state->completed);
+       else
+           sprintf(statusbuf, "%sMoves: %d",
+                   (state->completed ? "COMPLETED! " : ""),
+                   (state->completed ? state->completed : state->move_count));
+
+       sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
 
        status_bar(fe, statusbuf);
     }
@@ -1481,6 +1562,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 static float game_anim_length(game_state *oldstate,
                              game_state *newstate, int dir)
 {
+    /*
+     * Don't animate an auto-solve move.
+     */
+    if ((dir > 0 && newstate->just_used_solve) ||
+       (dir < 0 && oldstate->just_used_solve))
+       return 0.0F;
+
     return ANIM_TIME;
 }
 
@@ -1491,7 +1579,8 @@ 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)
@@ -1518,21 +1607,23 @@ static int game_wants_statusbar(void)
 #endif
 
 const struct game thegame = {
-    "Netslide", "games.netslide", TRUE,
+    "Netslide", "games.netslide",
     default_params,
     game_fetch_preset,
     decode_params,
     encode_params,
     free_params,
     dup_params,
-    game_configure,
-    custom_params,
+    TRUE, game_configure, custom_params,
     validate_params,
     new_game_seed,
+    game_free_aux_info,
     validate_seed,
     new_game,
     dup_game,
     free_game,
+    TRUE, solve_game,
+    FALSE, game_text_format,
     new_ui,
     free_ui,
     make_move,