Introduce the concept of a `game_aux_info' structure. This is

constructed at the same time as an internally generated game seed,
so that it can preserve any interesting information known by the
program at generation time but not physically contained within the
text of the game seed itself. (Such as, for example, the solution.)
Currently not used for anything yet, but it will be.

[originally from svn r5729]
This commit is contained in:
Simon Tatham
2005-05-02 10:12:26 +00:00
parent 3f9d88f3e7
commit 9e240e45df
13 changed files with 104 additions and 14 deletions

9
cube.c
View File

@ -589,7 +589,8 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
data->squareindex++;
}
static char *new_game_seed(game_params *params, random_state *rs)
static char *new_game_seed(game_params *params, random_state *rs,
game_aux_info **aux)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
@ -690,6 +691,11 @@ static char *new_game_seed(game_params *params, random_state *rs)
return seed;
}
static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
static void add_grid_square_callback(void *ctx, struct grid_square *sq)
{
game_state *state = (game_state *)ctx;
@ -1546,6 +1552,7 @@ const struct game thegame = {
TRUE, game_configure, custom_params,
validate_params,
new_game_seed,
game_free_aux_info,
validate_seed,
new_game,
dup_game,