Files
puzzles/nullgame.c
Simon Tatham 0564c4c4d0 Mines now follows the conventional approach of offering a completely
blank grid until you make the first click; to ensure solubility, it
does not generate the mine layout until that click, and then ensures
it is solvable starting from that position.

This has involved three infrastructure changes:

 - random.c now offers functions to encode and decode an entire
   random_state as a string
 - each puzzle's new_game() is now passed a pointer to the midend
   itself, which most of them ignore
 - there's a function in the midend which a game can call back to
   _rewrite_ its current game description.

So Mines now has two entirely separate forms of game ID. One
contains the generation-time parameters (n and unique) plus an
encoding of a random_state; the other actually encodes the grid once
it's been generated, and also contains the initial click position.
When called with the latter, new_game() does plausibly normal stuff.
When called with the former, it notes down all the details and waits
until the first square is opened, and _then_ does the grid
generation and updates the game description in the midend. So if,
_after_ your first click, you decide you want to share this
particular puzzle with someone else, you can do that fine.

Also in this checkin, the mine layout is no longer _copied_ between
all the game_states on the undo chain. Instead, it's in a separate
structure and all game_states share a pointer to it - and the
structure is reference-counted to ensure deallocation.

[originally from svn r5862]
2005-05-30 13:10:37 +00:00

252 lines
4.7 KiB
C

/*
* nullgame.c [FIXME]: Template defining the null game (in which no
* moves are permitted and nothing is ever drawn). This file exists
* solely as a basis for constructing new game definitions - it
* helps to have something which will compile from the word go and
* merely doesn't _do_ very much yet.
*
* Parts labelled FIXME actually want _removing_ (e.g. the dummy
* field in each of the required data structures, and this entire
* comment itself) when converting this source file into one
* describing a real game.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
enum {
COL_BACKGROUND,
NCOLOURS
};
struct game_params {
int FIXME;
};
struct game_state {
int FIXME;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->FIXME = 0;
return ret;
}
static int game_fetch_preset(int i, char **name, game_params **params)
{
return FALSE;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *params, char const *string)
{
}
static char *encode_params(game_params *params, int full)
{
return dupstr("FIXME");
}
static config_item *game_configure(game_params *params)
{
return NULL;
}
static game_params *custom_params(config_item *cfg)
{
return NULL;
}
static char *validate_params(game_params *params)
{
return NULL;
}
static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux)
{
return dupstr("FIXME");
}
static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
static char *validate_desc(game_params *params, char *desc)
{
return NULL;
}
static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
state->FIXME = 0;
return state;
}
static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
ret->FIXME = state->FIXME;
return ret;
}
static void free_game(game_state *state)
{
sfree(state);
}
static game_state *solve_game(game_state *state, game_aux_info *aux,
char **error)
{
return NULL;
}
static char *game_text_format(game_state *state)
{
return NULL;
}
static game_ui *new_ui(game_state *state)
{
return NULL;
}
static void free_ui(game_ui *ui)
{
}
static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
int button)
{
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
struct game_drawstate {
int FIXME;
};
static void game_size(game_params *params, int *x, int *y)
{
*x = *y = 200; /* FIXME */
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->FIXME = 0;
return ds;
}
static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds);
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
/*
* The initial contents of the window are not guaranteed and
* can vary with front ends. To be on the safe side, all games
* should start by drawing a big background-colour rectangle
* covering the whole window.
*/
draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
return 0.0F;
}
static int game_wants_statusbar(void)
{
return FALSE;
}
#ifdef COMBINED
#define thegame nullgame
#endif
const struct game thegame = {
"Null Game", NULL,
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
FALSE, game_configure, custom_params,
validate_params,
new_game_desc,
game_free_aux_info,
validate_desc,
new_game,
dup_game,
free_game,
FALSE, solve_game,
FALSE, game_text_format,
new_ui,
free_ui,
make_move,
game_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_wants_statusbar,
};