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parameters as a string, and decode it again. This is used in midend.c to prepend the game parameters to the game seed, so that copying out of the Specific box is sufficient to completely specify the game you were playing. Throughout development of these games I have referred to `seed' internally, and `game ID' externally. Now there's a measurable difference between them! :-) [originally from svn r4231]
205 lines
3.7 KiB
C
205 lines
3.7 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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const char *const game_name = "Null Game";
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const int game_can_configure = FALSE;
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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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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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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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void free_params(game_params *params)
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{
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sfree(params);
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}
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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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game_params *decode_params(char const *string)
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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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char *encode_params(game_params *params)
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{
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return dupstr("FIXME");
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}
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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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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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char *validate_params(game_params *params)
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{
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return NULL;
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}
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char *new_game_seed(game_params *params, random_state *rs)
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{
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return dupstr("FIXME");
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}
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char *validate_seed(game_params *params, char *seed)
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{
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return NULL;
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}
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game_state *new_game(game_params *params, char *seed)
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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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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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void free_game(game_state *state)
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{
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sfree(state);
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}
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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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void free_ui(game_ui *ui)
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{
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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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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struct game_drawstate {
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int FIXME;
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};
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void game_size(game_params *params, int *x, int *y)
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{
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*x = *y = 200; /* FIXME */
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}
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float *game_colours(frontend *fe, game_state *state, 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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game_drawstate *game_new_drawstate(game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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ds->FIXME = 0;
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return ds;
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}
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void game_free_drawstate(game_drawstate *ds)
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{
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sfree(ds);
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, 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(fe, 0, 0, 200, 200, COL_BACKGROUND);
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}
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float game_anim_length(game_state *oldstate, game_state *newstate)
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{
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return 0.0F;
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}
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float game_flash_length(game_state *oldstate, game_state *newstate)
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{
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return 0.0F;
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}
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int game_wants_statusbar(void)
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{
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return FALSE;
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}
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