Unruly, Group: reference-count the 'immutable' array.

I noticed this during the bool trawl: both of these games have an
array of flags indicating which grid squares are immutable starting
clues, and copy it in every call to dup_game, which is completely
unnecessary because it doesn't change during play. So now each one
lives in a reference-counted structure, as per my usual practice in
similar cases elsewhere.
This commit is contained in:
Simon Tatham
2018-11-13 21:58:14 +00:00
parent cdc0563123
commit 47cec547e5
2 changed files with 43 additions and 21 deletions

View File

@ -133,11 +133,16 @@ enum {
#define FF_FLASH2 0x0800
#define FF_IMMUTABLE 0x1000
typedef struct unruly_common {
int refcount;
bool *immutable;
} unruly_common;
struct game_state {
int w2, h2;
bool unique;
char *grid;
bool *immutable;
unruly_common *common;
bool completed, cheated;
};
@ -353,10 +358,12 @@ static game_state *blank_state(int w2, int h2, bool unique)
state->h2 = h2;
state->unique = unique;
state->grid = snewn(s, char);
state->immutable = snewn(s, bool);
state->common = snew(unruly_common);
state->common->refcount = 1;
state->common->immutable = snewn(s, bool);
memset(state->grid, EMPTY, s);
memset(state->immutable, 0, s*sizeof(bool));
memset(state->common->immutable, 0, s*sizeof(bool));
state->completed = state->cheated = false;
@ -379,14 +386,14 @@ static game_state *new_game(midend *me, const game_params *params,
pos += (*p - 'a');
if (pos < s) {
state->grid[pos] = N_ZERO;
state->immutable[pos] = true;
state->common->immutable[pos] = true;
}
pos++;
} else if (*p >= 'A' && *p < 'Z') {
pos += (*p - 'A');
if (pos < s) {
state->grid[pos] = N_ONE;
state->immutable[pos] = true;
state->common->immutable[pos] = true;
}
pos++;
} else if (*p == 'Z' || *p == 'z') {
@ -409,7 +416,8 @@ static game_state *dup_game(const game_state *state)
game_state *ret = blank_state(w2, h2, state->unique);
memcpy(ret->grid, state->grid, s);
memcpy(ret->immutable, state->immutable, s*sizeof(bool));
ret->common = state->common;
ret->common->refcount++;
ret->completed = state->completed;
ret->cheated = state->cheated;
@ -420,7 +428,10 @@ static game_state *dup_game(const game_state *state)
static void free_game(game_state *state)
{
sfree(state->grid);
sfree(state->immutable);
if (--state->common->refcount == 0) {
sfree(state->common->immutable);
sfree(state->common);
}
sfree(state);
}
@ -1539,7 +1550,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
char buf[80];
char c, i;
if (state->immutable[hy * w2 + hx])
if (state->common->immutable[hy * w2 + hx])
return NULL;
c = '-';
@ -1604,7 +1615,7 @@ static game_state *execute_move(const game_state *state, const char *move)
ret = dup_game(state);
i = y * w2 + x;
if (state->immutable[i]) {
if (state->common->immutable[i]) {
free_game(ret);
return NULL;
}
@ -1820,7 +1831,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
tile |= flash;
if (state->immutable[i])
if (state->common->immutable[i])
tile |= FF_IMMUTABLE;
if (ui->cursor && ui->cx == x && ui->cy == y)