markup typo
[sgt/puzzles] / netslide.c
index c4f8ae6..f367621 100644 (file)
 #include "puzzles.h"
 #include "tree234.h"
 
-const char *const game_name = "Netslide";
-const char *const game_winhelp_topic = "games.netslide";
-const int game_can_configure = TRUE;
-
 #define PI 3.141592653589793238462643383279502884197169399
 
 #define MATMUL(xr,yr,m,x,y) do { \
@@ -86,8 +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. */
@@ -98,6 +101,7 @@ struct game_state {
 
     unsigned char *tiles;
     unsigned char *barriers;
+    struct solved_game_state *solution;
 };
 
 #define OFFSET(x2,y2,x1,y1,dir,state) \
@@ -139,13 +143,13 @@ static struct xyd *new_xyd(int x, int y, int direction)
     return xyd;
 }
 
-void slide_col(game_state *state, int dir, int col);
-void slide_row(game_state *state, int dir, int row);
+static void slide_col(game_state *state, int dir, int col);
+static void slide_row(game_state *state, int dir, int row);
 
 /* ----------------------------------------------------------------------
  * Manage game parameters.
  */
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -157,7 +161,7 @@ game_params *default_params(void)
     return ret;
 }
 
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
 {
     game_params *ret;
     char str[80];
@@ -190,19 +194,19 @@ int game_fetch_preset(int i, char **name, game_params **params)
     return TRUE;
 }
 
-void free_params(game_params *params)
+static void free_params(game_params *params)
 {
     sfree(params);
 }
 
-game_params *dup_params(game_params *params)
+static game_params *dup_params(game_params *params)
 {
     game_params *ret = snew(game_params);
     *ret = *params;                   /* structure copy */
     return ret;
 }
 
-game_params *decode_params(char const *string)
+static game_params *decode_params(char const *string)
 {
     game_params *ret = default_params();
     char const *p = string;
@@ -227,7 +231,7 @@ game_params *decode_params(char const *string)
     return ret;
 }
 
-char *encode_params(game_params *params)
+static char *encode_params(game_params *params)
 {
     char ret[400];
     int len;
@@ -243,7 +247,7 @@ char *encode_params(game_params *params)
     return dupstr(ret);
 }
 
-config_item *game_configure(game_params *params)
+static config_item *game_configure(game_params *params)
 {
     config_item *ret;
     char buf[80];
@@ -281,7 +285,7 @@ config_item *game_configure(game_params *params)
     return ret;
 }
 
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(config_item *cfg)
 {
     game_params *ret = snew(game_params);
 
@@ -293,7 +297,7 @@ game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-char *validate_params(game_params *params)
+static char *validate_params(game_params *params)
 {
     if (params->width <= 1 && params->height <= 1)
        return "Width and height must both be greater than one";
@@ -312,7 +316,8 @@ char *validate_params(game_params *params)
  * Randomly select a new game seed.
  */
 
-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
@@ -330,7 +335,12 @@ char *new_game_seed(game_params *params, random_state *rs)
     return dupstr(buf);
 }
 
-char *validate_seed(game_params *params, char *seed)
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
+}
+
+static char *validate_seed(game_params *params, char *seed)
 {
     /*
      * Since any string at all will suffice to seed the RNG, there
@@ -343,7 +353,7 @@ char *validate_seed(game_params *params, char *seed)
  * Construct an initial game state, given a seed and parameters.
  */
 
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *seed)
 {
     random_state *rs;
     game_state *state;
@@ -363,6 +373,7 @@ 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;
@@ -578,6 +589,25 @@ 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
@@ -714,7 +744,7 @@ game_state *new_game(game_params *params, char *seed)
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
 {
     game_state *ret;
 
@@ -725,6 +755,8 @@ 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;
@@ -733,17 +765,56 @@ 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;
 }
 
-void free_game(game_state *state)
+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.
  */
@@ -815,7 +886,7 @@ struct game_ui {
     int cur_visible;
 };
 
-game_ui *new_ui(game_state *state)
+static game_ui *new_ui(game_state *state)
 {
     game_ui *ui = snew(game_ui);
     ui->cur_x = state->width / 2;
@@ -825,7 +896,7 @@ game_ui *new_ui(game_state *state)
     return ui;
 }
 
-void free_ui(game_ui *ui)
+static void free_ui(game_ui *ui)
 {
     sfree(ui);
 }
@@ -834,7 +905,7 @@ void free_ui(game_ui *ui)
  * Process a move.
  */
 
-void slide_row(game_state *state, int dir, int row)
+static void slide_row(game_state *state, int dir, int row)
 {
     int x = dir > 0 ? -1 : state->width;
     int tx = x + dir;
@@ -848,7 +919,7 @@ void slide_row(game_state *state, int dir, int row)
     state->tiles[T(state, tx, row)] = endtile;
 }
 
-void slide_col(game_state *state, int dir, int col)
+static void slide_col(game_state *state, int dir, int col)
 {
     int y = dir > 0 ? -1 : state->height;
     int ty = y + dir;
@@ -862,7 +933,8 @@ void slide_col(game_state *state, int dir, int col)
     state->tiles[T(state, col, ty)] = endtile;
 }
 
-game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
+static game_state *make_move(game_state *state, game_ui *ui,
+                            int x, int y, int button)
 {
     int cx, cy;
     int n, dx, dy;
@@ -901,6 +973,7 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
     }
 
     ret = dup_game(state);
+    ret->just_used_solve = FALSE;
 
     if (dx == 0) slide_col(ret, dy, cx);
     else slide_row(ret, dx, cy);
@@ -945,7 +1018,7 @@ struct game_drawstate {
     unsigned char *visible;
 };
 
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(game_state *state)
 {
     game_drawstate *ds = snew(game_drawstate);
 
@@ -958,19 +1031,19 @@ game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
 {
     sfree(ds->visible);
     sfree(ds);
 }
 
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
 {
     *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
     *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
 }
 
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
 {
     float *ret;
 
@@ -1286,8 +1359,8 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
     draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
 }
 
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, game_ui *ui, float t, float ft)
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+                 game_state *state, int dir, game_ui *ui, float t, float ft)
 {
     int x, y, tx, ty, frame;
     unsigned char *active;
@@ -1470,10 +1543,15 @@ 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);
     }
@@ -1481,18 +1559,28 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     sfree(active);
 }
 
-float game_anim_length(game_state *oldstate, game_state *newstate)
+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;
 }
 
-float game_flash_length(game_state *oldstate, game_state *newstate)
+static float game_flash_length(game_state *oldstate,
+                              game_state *newstate, int dir)
 {
     /*
      * 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)
@@ -1509,7 +1597,42 @@ float game_flash_length(game_state *oldstate, game_state *newstate)
     return 0.0F;
 }
 
-int game_wants_statusbar(void)
+static int game_wants_statusbar(void)
 {
     return TRUE;
 }
+
+#ifdef COMBINED
+#define thegame netslide
+#endif
+
+const struct game thegame = {
+    "Netslide", "games.netslide",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_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,
+    game_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_wants_statusbar,
+};