699b896a |
1 | /* |
2 | * nullgame.c [FIXME]: Template defining the null game (in which no |
3 | * moves are permitted and nothing is ever drawn). This file exists |
4 | * solely as a basis for constructing new game definitions - it |
5 | * helps to have something which will compile from the word go and |
6 | * merely doesn't _do_ very much yet. |
7 | * |
8 | * Parts labelled FIXME actually want _removing_ (e.g. the dummy |
9 | * field in each of the required data structures, and this entire |
10 | * comment itself) when converting this source file into one |
11 | * describing a real game. |
12 | */ |
13 | |
14 | #include <stdio.h> |
15 | #include <stdlib.h> |
16 | #include <string.h> |
17 | #include <assert.h> |
b0e26073 |
18 | #include <ctype.h> |
699b896a |
19 | #include <math.h> |
20 | |
21 | #include "puzzles.h" |
22 | |
23 | const char *const game_name = "Null Game"; |
c8230524 |
24 | const int game_can_configure = FALSE; |
699b896a |
25 | |
26 | enum { |
27 | COL_BACKGROUND, |
28 | NCOLOURS |
29 | }; |
30 | |
31 | struct game_params { |
32 | int FIXME; |
33 | }; |
34 | |
35 | struct game_state { |
36 | int FIXME; |
37 | }; |
38 | |
39 | game_params *default_params(void) |
40 | { |
41 | game_params *ret = snew(game_params); |
42 | |
43 | ret->FIXME = 0; |
44 | |
45 | return ret; |
46 | } |
47 | |
48 | int game_fetch_preset(int i, char **name, game_params **params) |
49 | { |
50 | return FALSE; |
51 | } |
52 | |
53 | void free_params(game_params *params) |
54 | { |
55 | sfree(params); |
56 | } |
57 | |
58 | game_params *dup_params(game_params *params) |
59 | { |
60 | game_params *ret = snew(game_params); |
61 | *ret = *params; /* structure copy */ |
62 | return ret; |
63 | } |
64 | |
b0e26073 |
65 | game_params *decode_params(char const *string) |
66 | { |
67 | game_params *ret = snew(game_params); |
68 | |
69 | ret->FIXME = 0; |
70 | |
71 | return ret; |
72 | } |
73 | |
74 | char *encode_params(game_params *params) |
75 | { |
76 | return dupstr("FIXME"); |
77 | } |
78 | |
c8230524 |
79 | config_item *game_configure(game_params *params) |
80 | { |
81 | return NULL; |
82 | } |
83 | |
84 | game_params *custom_params(config_item *cfg) |
85 | { |
86 | return NULL; |
87 | } |
88 | |
89 | char *validate_params(game_params *params) |
90 | { |
91 | return NULL; |
92 | } |
93 | |
48d70ca9 |
94 | char *new_game_seed(game_params *params, random_state *rs) |
699b896a |
95 | { |
96 | return dupstr("FIXME"); |
97 | } |
98 | |
5928817c |
99 | char *validate_seed(game_params *params, char *seed) |
100 | { |
101 | return NULL; |
102 | } |
103 | |
699b896a |
104 | game_state *new_game(game_params *params, char *seed) |
105 | { |
106 | game_state *state = snew(game_state); |
107 | |
108 | state->FIXME = 0; |
109 | |
110 | return state; |
111 | } |
112 | |
113 | game_state *dup_game(game_state *state) |
114 | { |
115 | game_state *ret = snew(game_state); |
116 | |
117 | ret->FIXME = state->FIXME; |
118 | |
119 | return ret; |
120 | } |
121 | |
122 | void free_game(game_state *state) |
123 | { |
124 | sfree(state); |
125 | } |
126 | |
74a4e547 |
127 | game_ui *new_ui(game_state *state) |
128 | { |
129 | return NULL; |
130 | } |
131 | |
132 | void free_ui(game_ui *ui) |
133 | { |
134 | } |
135 | |
136 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
699b896a |
137 | { |
138 | return NULL; |
139 | } |
140 | |
141 | /* ---------------------------------------------------------------------- |
142 | * Drawing routines. |
143 | */ |
144 | |
145 | struct game_drawstate { |
146 | int FIXME; |
147 | }; |
148 | |
149 | void game_size(game_params *params, int *x, int *y) |
150 | { |
151 | *x = *y = 200; /* FIXME */ |
152 | } |
153 | |
154 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
155 | { |
156 | float *ret = snewn(3 * NCOLOURS, float); |
157 | |
158 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
159 | |
160 | *ncolours = NCOLOURS; |
161 | return ret; |
162 | } |
163 | |
164 | game_drawstate *game_new_drawstate(game_state *state) |
165 | { |
166 | struct game_drawstate *ds = snew(struct game_drawstate); |
167 | |
168 | ds->FIXME = 0; |
169 | |
170 | return ds; |
171 | } |
172 | |
173 | void game_free_drawstate(game_drawstate *ds) |
174 | { |
175 | sfree(ds); |
176 | } |
177 | |
178 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
179 | game_state *state, game_ui *ui, |
180 | float animtime, float flashtime) |
699b896a |
181 | { |
1d30357e |
182 | /* |
183 | * The initial contents of the window are not guaranteed and |
184 | * can vary with front ends. To be on the safe side, all games |
185 | * should start by drawing a big background-colour rectangle |
186 | * covering the whole window. |
187 | */ |
188 | draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND); |
699b896a |
189 | } |
190 | |
191 | float game_anim_length(game_state *oldstate, game_state *newstate) |
192 | { |
193 | return 0.0F; |
194 | } |
195 | |
196 | float game_flash_length(game_state *oldstate, game_state *newstate) |
197 | { |
198 | return 0.0F; |
199 | } |
fd1a1a2b |
200 | |
201 | int game_wants_statusbar(void) |
202 | { |
203 | return FALSE; |
204 | } |