return grid;
}
+struct game_aux_info {
+ int w, h;
+ unsigned char *grid;
+};
+
static char *new_game_seed(game_params *params, random_state *rs,
game_aux_info **aux)
{
rowdata = snewn(max, int);
/*
+ * Save the solved game in an aux_info.
+ */
+ {
+ game_aux_info *ai = snew(game_aux_info);
+
+ ai->w = params->w;
+ ai->h = params->h;
+ ai->grid = snewn(ai->w * ai->h, unsigned char);
+ memcpy(ai->grid, grid, ai->w * ai->h);
+
+ *aux = ai;
+ }
+
+ /*
* Seed is a slash-separated list of row contents; each row
* contents section is a dot-separated list of integers. Row
* contents are listed in the order (columns left to right,
static void game_free_aux_info(game_aux_info *aux)
{
- assert(!"Shouldn't happen");
+ sfree(aux->grid);
+ sfree(aux);
}
static char *validate_seed(game_params *params, char *seed)
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
+static game_state *solve_game(game_state *state, game_aux_info *ai,
char **error)
{
game_state *ret;
+ ret = dup_game(state);
+ ret->completed = ret->cheated = TRUE;
+
/*
- * I could have stored the grid I invented in the game_aux_info
- * and extracted it here where available, but it seems easier
- * just to run my internal solver in all cases.
+ * If we already have the solved state in an aux_info, copy it
+ * out.
*/
+ if (ai) {
- ret = dup_game(state);
- ret->completed = ret->cheated = TRUE;
+ assert(ret->w == ai->w);
+ assert(ret->h == ai->h);
+ memcpy(ret->grid, ai->grid, ai->w * ai->h);
- {
+ } else {
int w = state->w, h = state->h, i, j, done_any, max;
unsigned char *matrix, *workspace;
int *rowdata;