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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:
10
samegame.c
10
samegame.c
@ -240,7 +240,7 @@ 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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char *ret;
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int n, i, j, c, retlen, *tiles;
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@ -282,11 +282,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
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return ret;
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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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assert(!"Shouldn't happen");
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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 area = params->w * params->h, i;
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@ -356,7 +351,7 @@ 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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return NULL;
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}
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@ -999,7 +994,6 @@ 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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