Files
puzzles/nullgame.c
Simon Tatham caee305b47 Mouse-based interface for Cube: you left-click anywhere on the grid
and it moves the polyhedron in the general direction of the mouse
pointer. (I had this in my initial throwaway Python implementation
of this game, but never reimplemented it in this version. It's
harder with triangles, but not too much harder.)

Since the logical-to-physical coordinate mapping in Cube is
dynamically computed, this has involved an interface change which
touches all puzzles: make_move() is now passed a pointer to the
game_drawstate, which it may of course completely ignore if it
wishes.

[originally from svn r5877]
2005-05-31 11:43:51 +00:00

258 lines
4.9 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, int interactive)
{
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, game_drawstate *ds,
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;
}
static int game_timing_state(game_state *state)
{
return TRUE;
}
#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,
FALSE, game_timing_state,
};