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Files

To do this, I've completely replaced the API between mid-end and front end, so any downstream front end maintainers will have to do some rewriting of their own (sorry). I've done the necessary work in all five of the front ends I keep in-tree here - Windows, GTK, OS X, Javascript/Emscripten, and Java/NestedVM - and I've done it in various different styles (as each front end found most convenient), so that should provide a variety of sample code to show downstreams how, if they should need it. I've left in the old puzzle back-end API function to return a flat list of presets, so for the moment, all the puzzle backends are unchanged apart from an extra null pointer appearing in their top-level game structure. In a future commit I'll actually use the new feature in a puzzle; perhaps in the further future it might make sense to migrate all the puzzles to the new API and stop providing back ends with two alternative ways of doing things, but this seemed like enough upheaval for one day.
304 lines
6.3 KiB
C
304 lines
6.3 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(const 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(const 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(const 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(const 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(const 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, const 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, const game_params *params,
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const 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(const 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(const game_state *state, const game_state *currstate,
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const 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(const 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(const 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(const 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(const 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, const char *encoding)
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{
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}
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static void game_changed_state(game_ui *ui, const game_state *oldstate,
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const 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(const game_state *state, game_ui *ui,
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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(const game_state *state, const 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(const 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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const 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, const 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,
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const game_state *oldstate, const game_state *state,
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int dir, const 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(const game_state *oldstate,
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const game_state *newstate, 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(const game_state *oldstate,
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const game_state *newstate, 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(const 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(const 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(const 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, const 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, NULL,
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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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