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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:
9
cube.c
9
cube.c
@ -589,7 +589,8 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
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data->squareindex++;
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}
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static char *new_game_seed(game_params *params, random_state *rs)
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static char *new_game_seed(game_params *params, random_state *rs,
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game_aux_info **aux)
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{
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struct grid_data data;
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int i, j, k, m, area, facesperclass;
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@ -690,6 +691,11 @@ static char *new_game_seed(game_params *params, random_state *rs)
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return seed;
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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 void add_grid_square_callback(void *ctx, struct grid_square *sq)
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{
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game_state *state = (game_state *)ctx;
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@ -1546,6 +1552,7 @@ 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_seed,
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game_free_aux_info,
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validate_seed,
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new_game,
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dup_game,
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