X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/9b4b03d31e30089e9f45f6ea166561c4c0c25a9c..3101ae2613f66463bd4d3b1fe5a188df1aee3271:/net.c diff --git a/net.c b/net.c index 78df30d..c8cafc1 100644 --- 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) \ @@ -290,7 +298,8 @@ 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 @@ -308,6 +317,11 @@ 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) { /* @@ -341,7 +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); @@ -553,6 +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++) { @@ -683,22 +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; @@ -871,6 +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; @@ -889,6 +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); @@ -905,6 +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)) { @@ -1430,7 +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); } @@ -1444,6 +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 : @@ -1472,7 +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) @@ -1509,10 +1590,12 @@ const struct game thegame = { 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,