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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:
51
netslide.c
51
netslide.c
@ -82,11 +82,6 @@ struct game_params {
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int movetarget;
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};
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struct game_aux_info {
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int width, height;
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unsigned char *tiles;
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};
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struct game_state {
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int width, height, cx, cy, wrapping, completed;
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int used_solve, just_used_solve;
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@ -330,7 +325,7 @@ static char *validate_params(game_params *params)
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*/
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static char *new_game_desc(game_params *params, random_state *rs,
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game_aux_info **aux, int interactive)
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char **aux, int interactive)
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{
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tree234 *possibilities, *barriertree;
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int w, h, x, y, cx, cy, nbarriers;
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@ -535,19 +530,22 @@ static char *new_game_desc(game_params *params, random_state *rs,
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}
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/*
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* Save the unshuffled grid. We do this using a separate
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* reference-counted structure since it's a large chunk of
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* memory which we don't want to have to replicate in every
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* game state while playing.
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* Save the unshuffled grid in aux.
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*/
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{
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game_aux_info *solution;
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char *solution;
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int i;
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solution = snew(game_aux_info);
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solution->width = w;
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solution->height = h;
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solution->tiles = snewn(w * h, unsigned char);
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memcpy(solution->tiles, tiles, w * h);
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/*
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* String format is exactly the same as a solve move, so we
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* can just dupstr this in solve_game().
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*/
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solution = snewn(w * h + 2, char);
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solution[0] = 'S';
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for (i = 0; i < w * h; i++)
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solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF];
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solution[w*h+1] = '\0';
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*aux = solution;
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}
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@ -698,12 +696,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
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return desc;
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}
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static void game_free_aux_info(game_aux_info *aux)
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{
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sfree(aux->tiles);
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sfree(aux);
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}
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static char *validate_desc(game_params *params, char *desc)
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{
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int w = params->width, h = params->height;
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@ -894,24 +886,14 @@ static void free_game(game_state *state)
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}
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static char *solve_game(game_state *state, game_state *currstate,
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game_aux_info *aux, char **error)
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char *aux, char **error)
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{
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char *ret;
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int i;
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if (!aux) {
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*error = "Solution not known for this puzzle";
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return NULL;
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}
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assert(aux->width == state->width);
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assert(aux->height == state->height);
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ret = snewn(aux->width * aux->height + 2, char);
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ret[0] = 'S';
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for (i = 0; i < aux->width * aux->height; i++)
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ret[i+1] = "0123456789abcdef"[aux->tiles[i] & 0xF];
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ret[i+1] = '\0';
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return ret;
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return dupstr(aux);
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}
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static char *game_text_format(game_state *state)
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@ -1822,7 +1804,6 @@ const struct game thegame = {
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TRUE, game_configure, custom_params,
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validate_params,
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new_game_desc,
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game_free_aux_info,
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validate_desc,
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new_game,
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dup_game,
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