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new_desc. Oddities in the 'make test' output brought to my attention that a few puzzles have been modifying their input game_params for various reasons; they shouldn't do that, because that's the game_params held permanently by the midend and it will affect subsequent game generations if they modify it. So now those arguments are const, and all the games which previously modified their game_params now take a copy and modify that instead. [originally from svn r9830]
301 lines
5.9 KiB
C
301 lines
5.9 KiB
C
/*
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* nullgame.c [FIXME]: Template defining the null game (in which no
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* moves are permitted and nothing is ever drawn). This file exists
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* solely as a basis for constructing new game definitions - it
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* helps to have something which will compile from the word go and
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* merely doesn't _do_ very much yet.
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*
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* Parts labelled FIXME actually want _removing_ (e.g. the dummy
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* field in each of the required data structures, and this entire
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* comment itself) when converting this source file into one
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* describing a real game.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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enum {
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COL_BACKGROUND,
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NCOLOURS
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};
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struct game_params {
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int FIXME;
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};
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struct game_state {
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int FIXME;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->FIXME = 0;
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return ret;
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}
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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return FALSE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *params, char const *string)
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{
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}
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static char *encode_params(game_params *params, int full)
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{
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return dupstr("FIXME");
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}
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static config_item *game_configure(game_params *params)
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{
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return NULL;
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}
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static game_params *custom_params(config_item *cfg)
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{
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return NULL;
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}
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static char *validate_params(game_params *params, int full)
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{
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return NULL;
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}
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static char *new_game_desc(const game_params *params, random_state *rs,
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char **aux, int interactive)
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{
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return dupstr("FIXME");
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}
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static char *validate_desc(const game_params *params, char *desc)
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{
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return NULL;
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}
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static game_state *new_game(midend *me, game_params *params, char *desc)
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{
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game_state *state = snew(game_state);
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state->FIXME = 0;
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return state;
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}
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static game_state *dup_game(game_state *state)
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{
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game_state *ret = snew(game_state);
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ret->FIXME = state->FIXME;
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return ret;
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}
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static void free_game(game_state *state)
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{
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sfree(state);
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}
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static char *solve_game(game_state *state, game_state *currstate,
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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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static int game_can_format_as_text_now(game_params *params)
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{
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return TRUE;
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}
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static char *game_text_format(game_state *state)
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{
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return NULL;
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}
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static game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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static void free_ui(game_ui *ui)
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{
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}
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static char *encode_ui(game_ui *ui)
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{
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return NULL;
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}
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static void decode_ui(game_ui *ui, char *encoding)
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{
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}
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static void game_changed_state(game_ui *ui, game_state *oldstate,
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game_state *newstate)
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{
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}
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struct game_drawstate {
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int tilesize;
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int FIXME;
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};
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static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
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int x, int y, int button)
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{
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return NULL;
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}
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static game_state *execute_move(game_state *state, char *move)
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{
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return NULL;
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}
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/* ----------------------------------------------------------------------
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* Drawing routines.
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*/
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static void game_compute_size(game_params *params, int tilesize,
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int *x, int *y)
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{
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*x = *y = 10 * tilesize; /* FIXME */
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}
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static void game_set_size(drawing *dr, game_drawstate *ds,
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game_params *params, int tilesize)
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{
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ds->tilesize = tilesize;
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}
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static float *game_colours(frontend *fe, int *ncolours)
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{
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float *ret = snewn(3 * NCOLOURS, float);
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frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
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*ncolours = NCOLOURS;
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return ret;
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}
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static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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ds->tilesize = 0;
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ds->FIXME = 0;
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return ds;
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}
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static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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{
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sfree(ds);
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}
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui,
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float animtime, float flashtime)
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{
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/*
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* The initial contents of the window are not guaranteed and
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* can vary with front ends. To be on the safe side, all games
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* should start by drawing a big background-colour rectangle
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* covering the whole window.
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*/
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draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
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draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize);
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}
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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{
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return 0.0F;
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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{
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return 0.0F;
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}
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static int game_status(game_state *state)
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{
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return 0;
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}
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static int game_timing_state(game_state *state, game_ui *ui)
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{
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return TRUE;
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}
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static void game_print_size(game_params *params, float *x, float *y)
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{
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}
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static void game_print(drawing *dr, game_state *state, int tilesize)
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{
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}
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#ifdef COMBINED
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#define thegame nullgame
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#endif
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const struct game thegame = {
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"Null Game", NULL, NULL,
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default_params,
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game_fetch_preset,
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decode_params,
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encode_params,
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free_params,
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dup_params,
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FALSE, game_configure, custom_params,
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validate_params,
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new_game_desc,
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validate_desc,
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new_game,
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dup_game,
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free_game,
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FALSE, solve_game,
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FALSE, game_can_format_as_text_now, game_text_format,
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new_ui,
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free_ui,
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encode_ui,
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decode_ui,
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game_changed_state,
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interpret_move,
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execute_move,
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20 /* FIXME */, game_compute_size, game_set_size,
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game_colours,
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game_new_drawstate,
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game_free_drawstate,
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game_redraw,
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game_anim_length,
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game_flash_length,
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game_status,
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FALSE, FALSE, game_print_size, game_print,
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FALSE, /* wants_statusbar */
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FALSE, game_timing_state,
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0, /* flags */
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};
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