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as seen by the back ends from the one implemented by the front end, and shoved a piece of middleware (drawing.c) in between to permit interchange of multiple kinds of the latter. I've also added a number of functions to the drawing API to permit printing as well as on-screen drawing, and retired print.py in favour of integrated printing done by means of that API. The immediate visible change is that print.py is dead, and each puzzle now does its own printing: where you would previously have typed `print.py solo 2x3', you now type `solo --print 2x3' and it should work in much the same way. Advantages of the new mechanism available right now: - Map is now printable, because the new print function can make use of the output from the existing game ID decoder rather than me having to replicate all those fiddly algorithms in Python. - the new print functions can cope with non-initial game states, which means each puzzle supporting --print also supports --with-solutions. - there's also a --scale option permitting users to adjust the size of the printed puzzles. Advantages which will be available at some point: - the new API should permit me to implement native printing mechanisms on Windows and OS X. [originally from svn r6190]
294 lines
5.7 KiB
C
294 lines
5.7 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, 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(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(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(midend *me, 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 char *solve_game(game_state *state, game_state *currstate,
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char *aux, 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 char *encode_ui(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, char *encoding)
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{
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}
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static void game_changed_state(game_ui *ui, game_state *oldstate,
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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(game_state *state, game_ui *ui, 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(game_state *state, 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(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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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, 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(drawing *dr, 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, 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(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, 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, 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(game_state *oldstate, game_state *newstate,
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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_wants_statusbar(void)
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{
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return FALSE;
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}
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static int game_timing_state(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(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, 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,
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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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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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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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FALSE, FALSE, game_print_size, game_print,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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