aboutsummaryrefslogtreecommitdiff
path: root/net.c
diff options
context:
space:
mode:
authorSimon Tatham <anakin@pobox.com>2005-06-28 11:14:09 +0000
committerSimon Tatham <anakin@pobox.com>2005-06-28 11:14:09 +0000
commit89fdc09c29f1219a7660ad6d1839cc914a009c02 (patch)
treec9e9e95e109aa01df1a0ca8d310467929cf3049b /net.c
parent6c9beb697bd61c7e8d0eac8b7fce54cde134d9c9 (diff)
downloadpuzzles-89fdc09c29f1219a7660ad6d1839cc914a009c02.zip
puzzles-89fdc09c29f1219a7660ad6d1839cc914a009c02.tar.gz
puzzles-89fdc09c29f1219a7660ad6d1839cc914a009c02.tar.bz2
puzzles-89fdc09c29f1219a7660ad6d1839cc914a009c02.tar.xz
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]
Diffstat (limited to 'net.c')
-rw-r--r--net.c49
1 files changed, 23 insertions, 26 deletions
diff --git a/net.c b/net.c
index 3b1339a..7c14f6f 100644
--- a/net.c
+++ b/net.c
@@ -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,