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rather than literal grid descriptions, which has always faintly annoyed me because it makes it impossible to type in a grid from another source. However, Gareth pointed out that short random-seed game descriptions are useful, because you can read one out to someone else without having to master the technology of cross- machine cut and paste, or you can have two people enter the same random seed simultaneously in order to race against each other to complete the same puzzle. So both types of game ID seem to have their uses. Therefore, here's a reorganisation of the whole game ID concept. There are now two types of game ID: one has a parameter string then a hash then a piece of arbitrary random seed text, and the other has a parameter string then a colon then a literal game description. For most games, the latter is identical to the game IDs that were previously valid; for Net and Netslide, old game IDs must be translated into new ones by turning the colon into a hash, and there's a new descriptive game ID format. Random seed IDs are not guaranteed to be portable between software versions (this is a major reason why I added version reporting yesterday). Descriptive game IDs have a longer lifespan. As an added bonus, I've removed the sections of documentation dealing with game parameter encodings not shown in the game ID (Rectangles expansion factor, Solo symmetry and difficulty settings etc), because _all_ parameters must be specified in a random seed ID and therefore users can easily find out the appropriate parameter string for any settings they have configured. [originally from svn r5788]
252 lines
4.7 KiB
C
252 lines
4.7 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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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)
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{
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return NULL;
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}
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static char *new_game_desc(game_params *params, random_state *rs,
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game_aux_info **aux)
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{
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return dupstr("FIXME");
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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 char *validate_desc(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(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 game_state *solve_game(game_state *state, game_aux_info *aux,
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char **error)
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{
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return NULL;
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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 game_state *make_move(game_state *from, game_ui *ui, int x, int y,
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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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static 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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static 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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static 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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static 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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static void game_redraw(frontend *fe, 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(fe, 0, 0, 200, 200, COL_BACKGROUND);
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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)
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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)
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{
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return 0.0F;
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}
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static int game_wants_statusbar(void)
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{
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return FALSE;
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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,
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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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game_free_aux_info,
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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_text_format,
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new_ui,
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free_ui,
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make_move,
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game_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_wants_statusbar,
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};
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