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[sgt/puzzles] / nullgame.c
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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
699b896a 23enum {
24 COL_BACKGROUND,
25 NCOLOURS
26};
27
28struct game_params {
29 int FIXME;
30};
31
32struct game_state {
33 int FIXME;
34};
35
be8d5aa1 36static game_params *default_params(void)
699b896a 37{
38 game_params *ret = snew(game_params);
39
40 ret->FIXME = 0;
41
42 return ret;
43}
44
be8d5aa1 45static int game_fetch_preset(int i, char **name, game_params **params)
699b896a 46{
47 return FALSE;
48}
49
be8d5aa1 50static void free_params(game_params *params)
699b896a 51{
52 sfree(params);
53}
54
be8d5aa1 55static game_params *dup_params(game_params *params)
699b896a 56{
57 game_params *ret = snew(game_params);
58 *ret = *params; /* structure copy */
59 return ret;
60}
61
1185e3c5 62static void decode_params(game_params *params, char const *string)
b0e26073 63{
b0e26073 64}
65
1185e3c5 66static char *encode_params(game_params *params, int full)
b0e26073 67{
68 return dupstr("FIXME");
69}
70
be8d5aa1 71static config_item *game_configure(game_params *params)
c8230524 72{
73 return NULL;
74}
75
be8d5aa1 76static game_params *custom_params(config_item *cfg)
c8230524 77{
78 return NULL;
79}
80
be8d5aa1 81static char *validate_params(game_params *params)
c8230524 82{
83 return NULL;
84}
85
1185e3c5 86static char *new_game_desc(game_params *params, random_state *rs,
6aa6af4c 87 game_aux_info **aux, int interactive)
699b896a 88{
89 return dupstr("FIXME");
90}
91
2ac6d24e 92static void game_free_aux_info(game_aux_info *aux)
6f2d8d7c 93{
94 assert(!"Shouldn't happen");
95}
96
1185e3c5 97static char *validate_desc(game_params *params, char *desc)
5928817c 98{
99 return NULL;
100}
101
c380832d 102static game_state *new_game(midend_data *me, game_params *params, char *desc)
699b896a 103{
104 game_state *state = snew(game_state);
105
106 state->FIXME = 0;
107
108 return state;
109}
110
be8d5aa1 111static game_state *dup_game(game_state *state)
699b896a 112{
113 game_state *ret = snew(game_state);
114
115 ret->FIXME = state->FIXME;
116
117 return ret;
118}
119
be8d5aa1 120static void free_game(game_state *state)
699b896a 121{
122 sfree(state);
123}
124
df11cd4e 125static char *solve_game(game_state *state, game_state *currstate,
126 game_aux_info *aux, char **error)
2ac6d24e 127{
128 return NULL;
129}
130
9b4b03d3 131static char *game_text_format(game_state *state)
132{
133 return NULL;
134}
135
be8d5aa1 136static game_ui *new_ui(game_state *state)
74a4e547 137{
138 return NULL;
139}
140
be8d5aa1 141static void free_ui(game_ui *ui)
74a4e547 142{
143}
144
ae8290c6 145char *encode_ui(game_ui *ui)
146{
147 return NULL;
148}
149
150void decode_ui(game_ui *ui, char *encoding)
151{
152}
153
07dfb697 154static void game_changed_state(game_ui *ui, game_state *oldstate,
155 game_state *newstate)
156{
157}
158
1e3e152d 159struct game_drawstate {
160 int FIXME;
161};
162
df11cd4e 163static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
164 int x, int y, int button)
165{
166 return NULL;
167}
168
169static game_state *execute_move(game_state *state, char *move)
699b896a 170{
171 return NULL;
172}
173
174/* ----------------------------------------------------------------------
175 * Drawing routines.
176 */
177
1e3e152d 178static void game_size(game_params *params, game_drawstate *ds,
179 int *x, int *y, int expand)
699b896a 180{
181 *x = *y = 200; /* FIXME */
182}
183
be8d5aa1 184static float *game_colours(frontend *fe, game_state *state, int *ncolours)
699b896a 185{
186 float *ret = snewn(3 * NCOLOURS, float);
187
188 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
189
190 *ncolours = NCOLOURS;
191 return ret;
192}
193
be8d5aa1 194static game_drawstate *game_new_drawstate(game_state *state)
699b896a 195{
196 struct game_drawstate *ds = snew(struct game_drawstate);
197
198 ds->FIXME = 0;
199
200 return ds;
201}
202
be8d5aa1 203static void game_free_drawstate(game_drawstate *ds)
699b896a 204{
205 sfree(ds);
206}
207
be8d5aa1 208static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
209 game_state *state, int dir, game_ui *ui,
210 float animtime, float flashtime)
699b896a 211{
1d30357e 212 /*
213 * The initial contents of the window are not guaranteed and
214 * can vary with front ends. To be on the safe side, all games
215 * should start by drawing a big background-colour rectangle
216 * covering the whole window.
217 */
218 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
699b896a 219}
220
be8d5aa1 221static float game_anim_length(game_state *oldstate, game_state *newstate,
e3f21163 222 int dir, game_ui *ui)
699b896a 223{
224 return 0.0F;
225}
226
be8d5aa1 227static float game_flash_length(game_state *oldstate, game_state *newstate,
e3f21163 228 int dir, game_ui *ui)
699b896a 229{
230 return 0.0F;
231}
fd1a1a2b 232
be8d5aa1 233static int game_wants_statusbar(void)
fd1a1a2b 234{
235 return FALSE;
236}
be8d5aa1 237
48dcdd62 238static int game_timing_state(game_state *state)
239{
240 return TRUE;
241}
242
be8d5aa1 243#ifdef COMBINED
244#define thegame nullgame
245#endif
246
247const struct game thegame = {
1d228b10 248 "Null Game", NULL,
be8d5aa1 249 default_params,
250 game_fetch_preset,
251 decode_params,
252 encode_params,
253 free_params,
254 dup_params,
1d228b10 255 FALSE, game_configure, custom_params,
be8d5aa1 256 validate_params,
1185e3c5 257 new_game_desc,
6f2d8d7c 258 game_free_aux_info,
1185e3c5 259 validate_desc,
be8d5aa1 260 new_game,
261 dup_game,
262 free_game,
2ac6d24e 263 FALSE, solve_game,
9b4b03d3 264 FALSE, game_text_format,
be8d5aa1 265 new_ui,
266 free_ui,
ae8290c6 267 encode_ui,
268 decode_ui,
07dfb697 269 game_changed_state,
df11cd4e 270 interpret_move,
271 execute_move,
be8d5aa1 272 game_size,
273 game_colours,
274 game_new_drawstate,
275 game_free_drawstate,
276 game_redraw,
277 game_anim_length,
278 game_flash_length,
279 game_wants_statusbar,
48dcdd62 280 FALSE, game_timing_state,
93b1da3d 281 0, /* mouse_priorities */
be8d5aa1 282};