More serialisation changes: the game_aux_info structure has now been

retired, and replaced with a simple string. Most of the games which
use it simply encode the string in the same way that the Solve move
will also be encoded, i.e. solve_game() simply returns
dupstr(aux_info). Again, this is a better approach than writing
separate game_aux_info serialise/deserialise functions because doing
it this way is self-testing (the strings are created and parsed
during the course of any Solve operation at all).

[originally from svn r6029]
This commit is contained in:
Simon Tatham
2005-06-28 11:14:09 +00:00
parent 6c9beb697b
commit 89fdc09c29
17 changed files with 244 additions and 385 deletions

10
guess.c
View File

@ -264,7 +264,7 @@ static void free_pegrow(pegrow pegs)
}
static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux, int interactive)
char **aux, int interactive)
{
unsigned char *bmp = snewn(params->npegs, unsigned char);
char *ret;
@ -286,11 +286,6 @@ newcol:
return ret;
}
static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
static char *validate_desc(game_params *params, char *desc)
{
unsigned char *bmp;
@ -365,7 +360,7 @@ static void free_game(game_state *state)
}
static char *solve_game(game_state *state, game_state *currstate,
game_aux_info *aux, char **error)
char *aux, char **error)
{
return dupstr("S");
}
@ -1260,7 +1255,6 @@ const struct game thegame = {
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
game_free_aux_info,
validate_desc,
new_game,
dup_game,