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

View File

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