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

49
net.c
View File

@ -77,11 +77,6 @@ struct game_params {
float barrier_probability;
};
struct game_aux_info {
int width, height;
unsigned char *tiles;
};
struct game_state {
int width, height, wrapping, completed;
int last_rotate_x, last_rotate_y, last_rotate_dir;
@ -1139,7 +1134,7 @@ static void perturb(int w, int h, unsigned char *tiles, int wrapping,
}
static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux, int interactive)
char **aux, int interactive)
{
tree234 *possibilities, *barriertree;
int w, h, x, y, cx, cy, nbarriers;
@ -1401,16 +1396,16 @@ static char *new_game_desc(game_params *params, random_state *rs,
}
/*
* Save the unshuffled grid in an aux_info.
* Save the unshuffled grid in aux.
*/
{
game_aux_info *solution;
char *solution;
int i;
solution = snew(game_aux_info);
solution->width = w;
solution->height = h;
solution->tiles = snewn(w * h, unsigned char);
memcpy(solution->tiles, tiles, w * h);
solution = snewn(w * h + 1, char);
for (i = 0; i < w * h; i++)
solution[i] = "0123456789abcdef"[tiles[i] & 0xF];
solution[w*h] = '\0';
*aux = solution;
}
@ -1515,12 +1510,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
return desc;
}
static void game_free_aux_info(game_aux_info *aux)
{
sfree(aux->tiles);
sfree(aux);
}
static char *validate_desc(game_params *params, char *desc)
{
int w = params->width, h = params->height;
@ -1667,27 +1656,34 @@ 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)
{
unsigned char *tiles;
char *ret;
int retlen, retsize;
int i;
int tiles_need_freeing;
tiles = snewn(state->width * state->height, unsigned char);
if (!aux) {
/*
* Run the internal solver on the provided grid. This might
* not yield a complete solution.
*/
tiles = snewn(state->width * state->height, unsigned char);
memcpy(tiles, state->tiles, state->width * state->height);
net_solver(state->width, state->height, tiles,
state->barriers, state->wrapping);
tiles_need_freeing = TRUE;
} else {
tiles = aux->tiles;
tiles_need_freeing = FALSE;
for (i = 0; i < state->width * state->height; i++) {
int c = aux[i];
if (c >= '0' && c <= '9')
tiles[i] = c - '0';
else if (c >= 'a' && c <= 'f')
tiles[i] = c - 'a' + 10;
else if (c >= 'A' && c <= 'F')
tiles[i] = c - 'A' + 10;
}
}
/*
@ -1747,6 +1743,8 @@ static char *solve_game(game_state *state, game_state *currstate,
ret[retlen] = '\0';
ret = sresize(ret, retlen+1, char);
sfree(tiles);
return ret;
}
@ -2747,7 +2745,6 @@ const struct game thegame = {
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
game_free_aux_info,
validate_desc,
new_game,
dup_game,