ref: b9dfef7a12a6ce813f30f1cc755ed3bb21945dcc
parent: bda4a963f447e3395a160e57ab9498278ad2fde2
author: Jonas Kölker <jonaskoelker@yahoo.com>
date: Thu Oct 1 17:29:42 EDT 2015
Recompute solutions in Inertia if the user strays from the path.
--- a/inertia.c
+++ b/inertia.c
@@ -735,7 +735,7 @@
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, char **error)
{
- int w = state->p.w, h = state->p.h, wh = w*h;
+ int w = currstate->p.w, h = currstate->p.h, wh = w*h;
int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit;
int nedges;
int *dist, *dist2, *list;
@@ -1645,6 +1645,38 @@
return dupstr(buf);
}
+static void install_new_solution(game_state *ret, const char *move)
+{
+ int i;
+ soln *sol;
+ assert (*move == 'S');
+ ++move;
+
+ sol = snew(soln);
+ sol->len = strlen(move);
+ sol->list = snewn(sol->len, unsigned char);
+ for (i = 0; i < sol->len; ++i) sol->list[i] = move[i] - '0';
+
+ if (ret->soln && --ret->soln->refcount == 0) {
+ sfree(ret->soln->list);
+ sfree(ret->soln);
+ }
+
+ ret->soln = sol;
+ sol->refcount = 1;
+
+ ret->cheated = TRUE;
+ ret->solnpos = 0;
+}
+
+static void discard_solution(game_state *ret)
+{
+ --ret->soln->refcount;
+ assert(ret->soln->refcount > 0); /* ret has a soln-pointing dup */
+ ret->soln = NULL;
+ ret->solnpos = 0;
+}
+
static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->p.w, h = state->p.h /*, wh = w*h */;
@@ -1652,29 +1684,12 @@
game_state *ret;
if (*move == 'S') {
- int len, i;
- soln *sol;
-
/*
* This is a solve move, so we don't actually _change_ the
* grid but merely set up a stored solution path.
*/
- move++;
- len = strlen(move);
- sol = snew(soln);
- sol->len = len;
- sol->list = snewn(len, unsigned char);
- for (i = 0; i < len; i++)
- sol->list[i] = move[i] - '0';
ret = dup_game(state);
- ret->cheated = TRUE;
- if (ret->soln && --ret->soln->refcount == 0) {
- sfree(ret->soln->list);
- sfree(ret->soln);
- }
- ret->soln = sol;
- ret->solnpos = 0;
- sol->refcount = 1;
+ install_new_solution(ret, move);
return ret;
}
@@ -1715,22 +1730,18 @@
}
if (ret->soln) {
- /*
- * If this move is the correct next one in the stored
- * solution path, advance solnpos.
- */
- if (ret->soln->list[ret->solnpos] == dir &&
- ret->solnpos+1 < ret->soln->len) {
- ret->solnpos++;
+ if (ret->dead || ret->gems == 0)
+ discard_solution(ret);
+ else if (ret->soln->list[ret->solnpos] == dir) {
+ ++ret->solnpos;
+ assert(ret->solnpos < ret->soln->len); /* or gems == 0 */
+ assert(!ret->dead); /* or not a solution */
} else {
- /*
- * Otherwise, the user has strayed from the path, so
- * the path is no longer valid.
- */
- ret->soln->refcount--;
- assert(ret->soln->refcount > 0);/* `state' at least still exists */
- ret->soln = NULL;
- ret->solnpos = 0;
+ char *error = NULL, *soln = solve_game(NULL, ret, NULL, &error);
+ if (!error) {
+ install_new_solution(ret, soln);
+ sfree(soln);
+ } else discard_solution(ret);
}
}
--- a/puzzles.but
+++ b/puzzles.but
@@ -2032,9 +2032,7 @@
will update to indicate the next direction on the path. You can also
press Space to automatically move in the direction of the hint
arrow. If you move in a different direction from the one shown by
-the arrow, the hint arrows will stop appearing because you have
-strayed from the provided path; you can then use \q{Solve} again to
-generate a new path if you want to.
+the arrow, arrows will be shown only if the puzzle is still solvable.
All the actions described in \k{common-actions} are also available.
In particular, if you do run into a mine and die, you can use the