Just noticed another thing that could easily catch me out when
[sgt/puzzles] / nullgame.c
CommitLineData
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
3ff276f2 81static char *validate_params(game_params *params, int full)
c8230524 82{
83 return NULL;
84}
85
1185e3c5 86static char *new_game_desc(game_params *params, random_state *rs,
c566778e 87 char **aux, int interactive)
699b896a 88{
89 return dupstr("FIXME");
90}
91
1185e3c5 92static char *validate_desc(game_params *params, char *desc)
5928817c 93{
94 return NULL;
95}
96
c380832d 97static game_state *new_game(midend_data *me, game_params *params, char *desc)
699b896a 98{
99 game_state *state = snew(game_state);
100
101 state->FIXME = 0;
102
103 return state;
104}
105
be8d5aa1 106static game_state *dup_game(game_state *state)
699b896a 107{
108 game_state *ret = snew(game_state);
109
110 ret->FIXME = state->FIXME;
111
112 return ret;
113}
114
be8d5aa1 115static void free_game(game_state *state)
699b896a 116{
117 sfree(state);
118}
119
df11cd4e 120static char *solve_game(game_state *state, game_state *currstate,
c566778e 121 char *aux, char **error)
2ac6d24e 122{
123 return NULL;
124}
125
9b4b03d3 126static char *game_text_format(game_state *state)
127{
128 return NULL;
129}
130
be8d5aa1 131static game_ui *new_ui(game_state *state)
74a4e547 132{
133 return NULL;
134}
135
be8d5aa1 136static void free_ui(game_ui *ui)
74a4e547 137{
138}
139
844f605f 140static char *encode_ui(game_ui *ui)
ae8290c6 141{
142 return NULL;
143}
144
844f605f 145static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 146{
147}
148
07dfb697 149static void game_changed_state(game_ui *ui, game_state *oldstate,
150 game_state *newstate)
151{
152}
153
1e3e152d 154struct game_drawstate {
1f3ee4ee 155 int tilesize;
1e3e152d 156 int FIXME;
157};
158
df11cd4e 159static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
160 int x, int y, int button)
161{
162 return NULL;
163}
164
165static game_state *execute_move(game_state *state, char *move)
699b896a 166{
167 return NULL;
168}
169
170/* ----------------------------------------------------------------------
171 * Drawing routines.
172 */
173
1f3ee4ee 174static void game_compute_size(game_params *params, int tilesize,
175 int *x, int *y)
699b896a 176{
1f3ee4ee 177 *x = *y = 10 * tilesize; /* FIXME */
178}
179
180static void game_set_size(game_drawstate *ds, game_params *params,
181 int tilesize)
182{
183 ds->tilesize = tilesize;
699b896a 184}
185
be8d5aa1 186static float *game_colours(frontend *fe, game_state *state, int *ncolours)
699b896a 187{
188 float *ret = snewn(3 * NCOLOURS, float);
189
190 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
191
192 *ncolours = NCOLOURS;
193 return ret;
194}
195
be8d5aa1 196static game_drawstate *game_new_drawstate(game_state *state)
699b896a 197{
198 struct game_drawstate *ds = snew(struct game_drawstate);
199
1f3ee4ee 200 ds->tilesize = 0;
699b896a 201 ds->FIXME = 0;
202
203 return ds;
204}
205
be8d5aa1 206static void game_free_drawstate(game_drawstate *ds)
699b896a 207{
208 sfree(ds);
209}
210
be8d5aa1 211static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
212 game_state *state, int dir, game_ui *ui,
213 float animtime, float flashtime)
699b896a 214{
1d30357e 215 /*
216 * The initial contents of the window are not guaranteed and
217 * can vary with front ends. To be on the safe side, all games
218 * should start by drawing a big background-colour rectangle
219 * covering the whole window.
220 */
1f3ee4ee 221 draw_rect(fe, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
699b896a 222}
223
be8d5aa1 224static float game_anim_length(game_state *oldstate, game_state *newstate,
e3f21163 225 int dir, game_ui *ui)
699b896a 226{
227 return 0.0F;
228}
229
be8d5aa1 230static float game_flash_length(game_state *oldstate, game_state *newstate,
e3f21163 231 int dir, game_ui *ui)
699b896a 232{
233 return 0.0F;
234}
fd1a1a2b 235
be8d5aa1 236static int game_wants_statusbar(void)
fd1a1a2b 237{
238 return FALSE;
239}
be8d5aa1 240
4d08de49 241static int game_timing_state(game_state *state, game_ui *ui)
48dcdd62 242{
243 return TRUE;
244}
245
be8d5aa1 246#ifdef COMBINED
247#define thegame nullgame
248#endif
249
250const struct game thegame = {
1d228b10 251 "Null Game", NULL,
be8d5aa1 252 default_params,
253 game_fetch_preset,
254 decode_params,
255 encode_params,
256 free_params,
257 dup_params,
1d228b10 258 FALSE, game_configure, custom_params,
be8d5aa1 259 validate_params,
1185e3c5 260 new_game_desc,
1185e3c5 261 validate_desc,
be8d5aa1 262 new_game,
263 dup_game,
264 free_game,
2ac6d24e 265 FALSE, solve_game,
9b4b03d3 266 FALSE, game_text_format,
be8d5aa1 267 new_ui,
268 free_ui,
ae8290c6 269 encode_ui,
270 decode_ui,
07dfb697 271 game_changed_state,
df11cd4e 272 interpret_move,
273 execute_move,
1f3ee4ee 274 20 /* FIXME */, game_compute_size, game_set_size,
be8d5aa1 275 game_colours,
276 game_new_drawstate,
277 game_free_drawstate,
278 game_redraw,
279 game_anim_length,
280 game_flash_length,
281 game_wants_statusbar,
48dcdd62 282 FALSE, game_timing_state,
93b1da3d 283 0, /* mouse_priorities */
be8d5aa1 284};